pure-noise 0.1.0.1 → 0.2.2.0
raw patch · 30 files changed
Files
- CHANGELOG.md +114/−0
- LICENSE_FastNoiseLite +22/−0
- README.md +231/−37
- bench/Bench.hs +347/−185
- bench/BenchLib.hs +0/−0
- bench/fnl-compare/FnlBench.hs +234/−0
- bench/fnl-compare/cbits/FastNoiseLite.h +2586/−0
- bench/fnl-compare/fnl_bench_shim.cpp +54/−0
- pure-noise.cabal +125/−16
- src/Numeric/Noise.hs +219/−43
- src/Numeric/Noise/Cellular.hs +347/−73
- src/Numeric/Noise/Fractal.hs +148/−36
- src/Numeric/Noise/Internal.hs +357/−121
- src/Numeric/Noise/Internal/Math.hs +173/−35
- src/Numeric/Noise/OpenSimplex.hs +130/−61
- src/Numeric/Noise/Perlin.hs +16/−10
- src/Numeric/Noise/SuperSimplex.hs +195/−53
- src/Numeric/Noise/Value.hs +4/−6
- src/Numeric/Noise/ValueCubic.hs +4/−6
- test/CellularSpec.hs +67/−0
- test/FractalSpec.hs +68/−0
- test/Golden/Util.hs +387/−0
- test/Noise2Spec.hs +2/−8
- test/Noise3Spec.hs +3/−4
- test/OpenSimplexSpec.hs +29/−0
- test/PerlinSpec.hs +29/−2
- test/SuperSimplexSpec.hs +27/−0
- test/TotalitySpec.hs +60/−0
- test/ValueCubicSpec.hs +27/−0
- test/ValueSpec.hs +29/−0
CHANGELOG.md view
@@ -8,6 +8,120 @@ ## Unreleased +## 0.2.2.0 2026-07-19++This is the final release of the 0.2.2.0 line.++### Added++- Exports for `mkNoise1`, `mkNoise2`, and `mkNoise3`, in case library users+ wish to hoist custom kernels.+- FastNoiseLite comparisons are now in-repository and reproducible. Comparison+ mechanism goes through tasty-bench.+- The sdist now includes `bench/fnl-compare/cbits/FastNoiseLite.h`, so the+ FNL comparison benchmark can build from a Hackage tarball.+- 3D counterparts for the simplex and cellular families: `openSimplex3`,+ `superSimplex3`, and `cellular3`.+- Flag `optimize`, with default `true`, which bumps the library's optimization level+ to `-O2` by default. Refer to the flag's documentation for rationale.+- Flag `mfma`, which will set `-mfma` for GHC, and may open pathways to+ fused-multiply-add optimizations+- Flag `mavx`, which will set `-mavx` for GHC, and may open pathways for AVX2+ SIMD optimization in the future.+- Flag `llvm-bench` (manual, default off) gating all LLVM-specific benchmark+ options (`-fllvm`, pinned `opt`/`llc`/`clang`, `-mavx`, `-mfma`,+ `-optlc-fp-contract=fast`).+- Benchmark runs now write a `.meta` provenance sidecar (toolchain versions,+ CPU governor/turbo state, AC power state, pinning) next to each CSV.++### Changed++- `pure-noise` now builds at `-O2` by default.+- Project now uses haskell.nix instead of Stack.+- Various updates to documentation, to improve quality+- Performance documentation and results tables re-collected on the 0.2.2.0+ toolchain (README.md and bench/README.md).+- `tested-with: GHC == 9.6.7, 9.8.4, 9.12.2`.++### Fixed++- Replace `round`-based rounding with a truncating `fastRound`. This replaces an+ `rintFloat` call in the core lowering with a `float2Int` call, which improves+ performance in hot loops.+ - This changes `cellular2` output at half-integer coordinates: cell selection+ now rounds half away from zero, matching FastNoiseLite's `FastRound`, rather+ than half to even. Numerically observable but visually imperceptible.+- Match FastNoiseLite's evaluation order in `openSimplex2`'s middle-corner+ contribution. Output changes by a few ULP.+- Fix an issue with the 3D benchmark harness where degenerate index math+ collapsed the sample set to ~4 distinct points, providing a poor signal on+ real-world performance.++## 0.2.1.1 2025-10-31++### Changed++- Fixed some errata in the documentation++## 0.2.1.0 2025-10-31++### Added++- 1D noise support with `noise1At` evaluation function+- Noise slicing functions (`sliceX2`, `sliceY2`, `sliceX3`, `sliceY3`, `sliceZ3`) for reducing noise dimensionality+- Comprehensive Haddock documentation for:+ - Core `Noise p v` type with usage examples+ - All utility functions (`warp`, `reseed`, `remap`, `blend`)+ - All slicing functions with examples+- Exported utility functions:+ - `warp` - transform coordinate space+ - `reseed` - modify seed for independent layers (generalizes `alterSeed2`/`alterSeed3`)+ - `remap` - transform noise values (alias for `fmap`)+ - `blend` - combine noise functions with custom blending (alias for `liftA2`)+- Exported `Noise` type for advanced usage and type annotations++### Changed++- Refactored to unified noise representation using `newtype Noise p v`+ - `Noise2` and `Noise3` are now type aliases: `Noise (a,a) a` and `Noise (a,a,a) a`+ - Provides `Functor`, `Applicative`, `Monad`, `Num`, `Fractional`, and `Floating` instances+ - All dimensions share the same instance implementations for consistency+- Updated module documentation with examples of new features (slicing, warping, layering)+- Improved README with advanced usage examples++### Performance++- **Overall**: 90% of benchmarks improved with +32.4% average performance gain+- **Ping-pong fractals**: Branchless optimization yields 110-148% improvement (perlin, value, openSimplex)+- **Cellular noise**: REWRITE RULES for gradient lookups provide 61-70% improvement+- **3D ValueCubic fractals**: Fixed performance regression, achieving 45-80% improvement+- **Perlin noise**: 10-63% improvements from optimized lerp/cubic interpolation with REWRITE RULES+- **Value noise**: 11-43% improvements from interpolation optimizations+- **OpenSimplex2**: 6-16% improvement for Float; minor regression (~5%) for Double variants+- **SuperSimplex2**: Shows 3-21% regression due to improved benchmark methodology+ - Previous benchmarks used same X/Y offset (diagonal sampling), which favored SuperSimplex's triangular lattice+ - New benchmarks use independent X/Y offsets for realistic 2D coordinate distributions+ - Algorithm remains functionally correct; numbers now reflect true 2D performance++## 0.2.0.0 - 2025-10-21++### Added++- Comprehensive haddock documentation for main `Numeric.Noise` module with usage examples++### Changed++- Migrated internal implementation from `vector` to `primitive` (PrimArray)+- Removed `vector` dependency from library (still used in benchmarks)+- Require GHC 9.2+ (base >= 4.16)+- Hide internal modules from public API (`Numeric.Noise.Internal`, `Numeric.Noise.Internal.Math`)+- Improved cellular noise performance by 20-30% through specialized computation paths for different result types++### Fixed++- Fixed intermediate list allocation in fractal functions on GHC 9.6++- Improved division performance for `Noise3` instances+ ## 0.1.0.1 - 2024-10-15 - Add bounds for vector
+ LICENSE_FastNoiseLite view
@@ -0,0 +1,22 @@+MIT License++Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com)+Copyright(c) 2020 Contributors++Permission is hereby granted, free of charge, to any person obtaining a copy+of this software and associated documentation files (the "Software"), to deal+in the Software without restriction, including without limitation the rights+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell+copies of the Software, and to permit persons to whom the Software is+furnished to do so, subject to the following conditions:++The above copyright notice and this permission notice shall be included in all+copies or substantial portions of the Software.++THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE+SOFTWARE.
README.md view
@@ -2,75 +2,269 @@ Performant, modern noise generation for Haskell with a minimal dependency footprint. -The algorithms used in this library are ported from [FastNoiseLite](https://github.com/Auburn/FastNoiseLite). The library structure has been retuned to fit better with Haskell semantics.+## Core features -The public interface for this library is unlikely to change much, although the implementations (`noiseBaseN` functions and anything in `Numeric.Noise.Internal`) are subject to change and may change between minor versions.+- **algebraic composition** of noise functions. You can combine,+ layer, and transform noise sources using standard operators (E.g., `Num`,+ `Fractional`, `Monad`, etc).+- **Complex effects** like domain warping and multi-octave fractals with clean,+ type-safe composition.+- **Competitive with C++**: roughly 70-100% of FastNoiseLite's single-threaded+ random-access throughput under the LLVM backend. And 2D cellular noise runs+ ahead of C++, measured against an optimized FNL build. +**For detailed FastNoiseLite comparison, methodology, and reproducibility instructions,+see the [benchmark README](https://github.com/jtnuttall/pure-noise/blob/main/bench/README.md).**++The public interface for this library is unlikely to change much, although the+implementations (`noiseBaseN` functions and anything in `Numeric.Noise.Internal`)+are subject to change and may change between minor versions.++## Acknowledgments++- This project grew from a port of the excellent+ [FastNoiseLite](https://github.com/Auburn/FastNoiseLite) library. The library+ structure has been tuned to perform well in Haskell and fit well with Haskell+ semantics, but the core noise share their origin with FNL.+- All credit for the original design, algorithms, and implementation goes to its+ creator **[Jordan Peck (@Auburn)](https://github.com/Auburn)**. I'm grateful for+ their work and the opportunity to learn from it.+- The original FastNoiseLite code, from which the core algorithms in this library+ were originally ported, is (C) 2020 Jordan Peck and is licensed under the MIT+ license, a copy of which is included in this repository.++## FastNoiseLite compatibility++pure-noise shares its lineage with FNL, but it isn't intended as a 1:1 port —+kernels are restructured for GHC, and some families intentionally diverge.+Where outputs stand today:++| family | output vs FNL |+| ---------------------------------------- | --------------------------------------------- |+| `perlin2/3`, `cellular2/3` | bit-exact |+| `openSimplex2/3`, `superSimplex2/3` | within a few ULP |+| `value2/3`, `valueCubic2/3` | diverges (hash finalization) |+| `fractal2/3`, `ridged2/3`, `pingPong2/3` | diverges (octave normalization and weighting) |+| `billow2/3` | no FNL counterpart |++> [!IMPORTANT]+>+> The `value`, `valueCubic`, and fractal families will align with FNL in 0.3,+> which changes their output for a given seed. Pin `pure-noise < 0.3` if you+> depend on seed-stable output from them.+ ## Usage -The library exports newtypes for N-dimensional noise. Currently, these are just functions that accept a seed and a point in N-dimensional space. They can be arbitrarily unwrapped by with the `noiseNAt` family of functions. Since they abstract over the given seed and parameters, they can be composed with `Num` or `Fractional` methods at will with little-to-no performance cost.+The library provides composable noise functions. `Noise2` and `Noise3` are type+aliases for 2D and 3D noise. Noise functions can be composed transparently using+standard operators with minimal performance cost. -Noise values are generally clamped to `[-1, 1]`, although some noise functions may occasionally produce values slightly outside this range.+Noise values are generally clamped to `[-1, 1]`, although some noise functions+may occasionally produce values slightly outside this range. +### Basic Example+ ```haskell import Numeric.Noise qualified as Noise -myNoise2 :: (RealFrac a) => Seed -> a -> a -> a+-- Compose multiple noise sources+myNoise2 :: (RealFrac a) => Noise.Seed -> a -> a -> a myNoise2 = let fractalConfig = Noise.defaultFractalConfig- in Noise.noise2At $- Noise.fractal2 fractalConfig ((perlin2 + superSimplex2) / 2)+ combined = (Noise.perlin2 + Noise.superSimplex2) / 2+ in Noise.noise2At $ Noise.fractal2 fractalConfig combined ``` +### Advanced Features++The library's unified `Noise p v` type enables powerful composition patterns:++#### Complex Compositions++The `Monad` instance is useful to create noise that depends on other noise values:++```haskell+-- Use one noise function's output to modulate another+complexNoise :: Noise.Noise2 Float+complexNoise = do+ baseNoise <- Noise.perlin2+ detailNoise <- Noise.next2 Noise.superSimplex2+ -- Blend based on base noise: smooth areas get less detail+ pure $ baseNoise * 0.7 + detailNoise * (0.3 * (1 + baseNoise) / 2)+```++This is especially useful for creating organic, varied terrain where one noise pattern+influences the characteristics of another.++#### 1D Noise via Slicing++Generate 1D noise by slicing higher-dimensional noise at a fixed coordinate:++```haskell+-- Create 1D noise by fixing one dimension+noise1d :: Noise.Noise1 Float+noise1d = Noise.sliceY2 0.0 Noise.perlin2++-- Evaluate at a point+value = Noise.noise1At noise1d seed 5.0+```++**Coordinate Transformation:**++Scale, rotate, or warp the coordinate space:++```haskell+-- Double the frequency+scaled = Noise.warp (\(x, y) -> (x * 2, y * 2)) Noise.perlin2++-- Rotate 45 degrees+rotated = Noise.warp (\(x, y) ->+ let a = pi / 4+ in (x * cos a - y * sin a, x * sin a + y * cos a)) Noise.perlin2+```++#### Layering Independent Noise++Use `reseed` or `next2`/`next3` to create independent layers:++```haskell+layered = (Noise.perlin2 + Noise.next2 Noise.perlin2) / 2+```+ More examples can be found in `bench` and `demo`. +#### Domain Warping++Domain warping uses one noise function to distort the coordinate space of another,+creating organic, flowing patterns ideal for terrain, clouds, and natural textures:++```haskell+domainWarped :: Noise.Noise2 Float+domainWarped = do+ -- Generate 3D fractal for warp offsets+ let warpNoise = Noise.fractal3 Noise.defaultFractalConfig{Noise.octaves = 5} Noise.perlin3+ -- Sample 3D noise at different slices to create warp offsets+ warpX <- Noise.sliceX3 0.0 warpNoise -- Samples at (0, x, y)+ warpY <- Noise.sliceY3 0.0 warpNoise -- Samples at (x, 0, y)+ -- Apply warping to base noise coordinates+ Noise.warp (\(x, y) -> (x + 30 * warpX, y + 30 * warpY))+ $ Noise.fractal2 Noise.defaultFractalConfig{Noise.octaves = 5} Noise.openSimplex2+```++++See the [demo app](demo/) for an interactive version with adjustable parameters.+ ## Performance notes -- This library benefits considerably from compilation with the LLVM backend (`-fllvm`). Benchmarks suggest a ~50-80% difference depending on the kind of noise.+- In single-threaded scenarios with LLVM enabled, this library reaches+ **roughly 70-100% of C++ FastNoiseLite throughput at random access, with 2D+ cellular noise ~7% faster than C++**. Grid-coherent workloads measure lower+ for the simplex family. These numbers are measured against an optimized+ FNL build (AVX2+FMA, FP contraction on).+- This library performs significantly better under the LLVM backend+ (`-fllvm`); the native code generator is not recommended where generation+ speed is a real concern.+- See the [benchmark README](https://github.com/jtnuttall/pure-noise/blob/main/bench/README.md)+ for per-algorithm, per-workload results and methodology. -## Benchmarks+### Recommended build flags -### Results+#### Native optimization flags for the library -Measured by values / second generated by the noise functions. These results come from a benchmark with `-fllvm` enabled.+For the library itself, copy `cabal.project.local.template` into your project+(`+optimize` is on by default; `+mfma +mavx` are safe on modern x86-64). -All results are for `Float`s.+For bulk generation, prefer parallel evaluation via `massiv`. -There's inevitably some noise in the measurements because all of the results are forced into an unboxed vector.+#### Fused multiply add -#### 2D+For the fastest downstream executables, compile the modules that _call_ the+noise functions (the kernels inline into your code) with: -| name | values / second |-| ------------- | --------------- |-| value2 | 157_347_680 |-| perlin2 | 129_541_747 |-| openSimplex2 | 64_758_006 |-| superSimplex2 | 64_072_639 |-| valueCubic2 | 52_110_819 |-| cellular2 | 15_743_434 |+```+-fllvm -mavx -mfma -optlc-fp-contract=fast+``` -#### 3D+> [!WARNING]+>+> 1. Results differ from a build without fma fusion by a few ULP.+> 2. Fusion decisions may vary across LLVM versions.+> Skip this flag if you need bit-identical output across builds/toolchains.+> 3. You must use `-fllvm` to use this flag. It has no effect on the native+> code generator. -| name | values / second |-| ----------- | --------------- |-| value3 | 85_438_023 |-| perlin3 | 56_830_482 |-| valueCubic3 | 15_559_523 |+`-optlc-fp-contract=fast` lets LLVM fuse multiply-add chains into FMA+instructions, an optimization modern C++ compilers apply by default. This+gives a ~5-15% improvement on these kernels in testing. +### Parallel noise generation++This library integrates well with [massiv](https://hackage.haskell.org/package/massiv)+for parallel computation. Parallel evaluation reaches roughly 6-9x+single-threaded throughput on a 14-core machine in pinned-clock measurements.++> [!IMPORTANT]+>+> Massiv integration is the recommended approach for generating large noise+> textures or datasets.++### Benchmarks++#### Results++Measured by values / second generated by the noise functions, in the+`llvm-bench` configuration (LLVM backend + FP contraction), on an i7-1370P+**pinned at 1.9 GHz** for measurement stability —++Absolute figures scale with CPU clock. The FastNoiseLite ratios are intended+to be clock-invariant.++There's inevitably some noise in the measurements because the results are forced+into an unboxed vector.++> [!NOTE]+>+> These numbers are lower than the initial release because they were re-run on a+> slower processor. Order-of-magnitude/comparative difference remains reasonably+> stable. See the benchmark README for details.++##### 2D++| name | Float (values/sec) | Double (values/sec) |+| ------------- | ------------------ | ------------------- |+| value2 | 64_407_126 | 68_260_653 |+| perlin2 | 61_301_663 | 65_143_707 |+| openSimplex2 | 25_982_291 | 27_045_472 |+| valueCubic2 | 22_743_642 | 23_403_842 |+| superSimplex2 | 17_167_069 | 17_762_669 |+| cellular2 | 16_025_950 | 16_007_044 |++##### 3D++| name | Float (values/sec) | Double (values/sec) |+| ------------- | ------------------ | ------------------- |+| value3 | 34_673_623 | 35_929_146 |+| perlin3 | 29_325_590 | 30_432_482 |+| openSimplex3 | 10_975_857 | 10_922_644 |+| superSimplex3 | 9_232_128 | 9_166_843 |+| valueCubic3 | 7_453_365 | 7_278_612 |+| cellular3 | 5_238_497 | 5_061_911 |+ ## Examples -There's an interactive [demo app](demo/README.md) in the `demo` directory.+There's an interactive [demo app](https://github.com/jtnuttall/pure-noise/tree/main/demo) in the `demo` directory. -_OpenSimplex2_+### OpenSimplex2 --++ -_Perlin_+### Perlin -+ -_Cellular_+### Cellular --++
bench/Bench.hs view
@@ -1,295 +1,457 @@ import BenchLib+import Data.Massiv.Array qualified as MA import Data.Typeable import Data.Vector.Unboxed qualified as U import Numeric.Noise-import Numeric.Noise.Internal (const2, const3)-import System.Random.MWC qualified as MWC+import System.Random.Stateful (StatefulGen, UniformRange, newAtomicGenM, newStdGen, uniformRM) main :: IO () main = do let sz = 1_000_000- seed = 1337 octaves = 8+ massivW = 1_000+ massivH = 1_000 defaultMain [ bgroup "2D"- ( baseline2 seed sz- <> benchPerlin2 seed octaves sz- <> benchOpenSimplex2 seed octaves sz- <> benchOpenSimplexSmooth2 seed octaves sz- <> benchValue2 seed octaves sz- <> benchValueCubic2 seed octaves sz- <> benchCombo2 seed octaves sz- <> benchCellular2 seed octaves sz+ ( baseline2 sz+ <> benchPerlin2 octaves sz+ <> benchOpenSimplex2 octaves sz+ <> benchOpenSimplexSmooth2 octaves sz+ <> benchValue2 octaves sz+ <> benchValueCubic2 octaves sz+ <> benchCombo2 octaves sz+ <> benchCellular2 octaves sz ) , bgroup "3D"- ( baseline3 seed sz- <> benchPerlin3 seed octaves sz- <> benchValue3 seed octaves sz- <> benchValueCubic3 seed octaves sz+ ( baseline3 sz+ <> benchPerlin3 octaves sz+ <> benchOpenSimplex3 octaves sz+ <> benchSuperSimplex3 octaves sz+ <> benchValue3 octaves sz+ <> benchValueCubic3 octaves sz+ <> benchCellular3 sz )+ , bgroup+ "2D massiv"+ ( benchMassivBase2 massivW massivH+ <> benchMassivFractal2 octaves massivW massivH+ ) ] -label :: (Typeable a) => String -> Int -> Seed -> Proxy a -> String-label lbl sz seed px =+label :: (Typeable a) => String -> Int -> Proxy a -> String+label lbl sz px = let lbl' = case lbl of "" -> "" v -> v <> ": "- in lbl' <> showsTypeRep (typeRep px) "" <> "[seed=" <> show seed <> "] x" <> show sz+ in lbl' <> showsTypeRep (typeRep px) "" <> " x" <> show sz -createEnv2 :: forall a. (U.Unbox a, MWC.UniformRange a, RealFrac a) => Int -> IO (U.Vector (a, a))+-- most of these functions zero at whole numbers and can short-circuit,+-- so a random offset should give a better signal of real world performance+generate2DCoords+ :: ( UniformRange a+ , RealFrac a+ , StatefulGen g IO+ )+ => g+ -> Int+ -> Int+ -> IO (a, a)+generate2DCoords g i j = do+ offsetX <- uniformRM (0.00001, 0.99999) g+ offsetY <- uniformRM (0.00001, 0.99999) g+ let r = fromIntegral i+ c = fromIntegral j++ pure (r + offsetX, c + offsetY)+{-# INLINE generate2DCoords #-}++createEnv2 :: forall a. (U.Unbox a, UniformRange a, RealFrac a) => Int -> IO (Seed, U.Vector (a, a)) createEnv2 sz = do- g <- MWC.createSystemRandom- U.generateM sz $ \i -> do- -- most of these functions zero at whole numbers and can short-circuit,- -- so a random offset should give a better signal of real world performance- offset <- MWC.uniformRM (0.00001, 0.99999) g- pure $- let r = fromIntegral $ i `div` (sz `div` 2)- c = fromIntegral $ i `mod` (sz `div` 2)- in (r + offset, c + offset)+ g <- newAtomicGenM =<< newStdGen+ seed <- uniformRM (minBound, maxBound) g+ v <- U.generateM sz $ \i ->+ generate2DCoords+ g+ (i `div` (sz `div` 2))+ (i `mod` (sz `div` 2))+ pure (seed, v) {-# INLINE createEnv2 #-} benchMany2 :: forall a- . (Typeable a, MWC.UniformRange a, U.Unbox a, RealFrac a)+ . (Typeable a, UniformRange a, U.Unbox a, RealFrac a) => String -> Int- -> Seed -> Noise2 a -> Benchmark-benchMany2 lbl sz seed f =- env (createEnv2 sz) $ \ ~v ->- bench (label lbl sz seed (Proxy @(U.Vector a))) $+benchMany2 lbl sz f =+ env (createEnv2 sz) $ \ ~(seed, v) ->+ bench (label lbl sz (Proxy @(U.Vector a))) $ nf (U.map (uncurry (noise2At f seed))) v {-# INLINE benchMany2 #-} -baseline2 :: Seed -> Int -> [Benchmark]-baseline2 seed sz =+baseline2 :: Int -> [Benchmark]+baseline2 sz = [ bgroup "baseline2"- [ benchMany2 @Float "" sz seed (const2 1)- , benchMany2 @Double "" sz seed (const2 2)+ [ benchMany2 @Float "" sz (const2 1)+ , benchMany2 @Double "" sz (const2 2) ] ]-{-# INLINE baseline2 #-} -benchPerlin2 :: Seed -> Int -> Int -> [Benchmark]-benchPerlin2 seed octaves sz =+benchPerlin2 :: Int -> Int -> [Benchmark]+benchPerlin2 octaves sz = [ bgroup "perlin2"- [ benchMany2 @Float "" sz seed perlin2- , benchMany2 @Double "" sz seed perlin2- , benchMany2 @Float "fractal" sz seed (fractal2 defaultFractalConfig{octaves} perlin2)- , benchMany2 @Double "fractal" sz seed (fractal2 defaultFractalConfig{octaves} perlin2)- , benchMany2 @Float "ridged" sz seed (ridged2 defaultFractalConfig{octaves} perlin2)- , benchMany2 @Double "ridged" sz seed (ridged2 defaultFractalConfig{octaves} perlin2)- , benchMany2 @Float "billow" sz seed (billow2 defaultFractalConfig{octaves} perlin2)- , benchMany2 @Double "billow" sz seed (billow2 defaultFractalConfig{octaves} perlin2)- , benchMany2 @Float "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength perlin2)- , benchMany2 @Double "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength perlin2)+ [ benchMany2 @Float "" sz perlin2+ , benchMany2 @Double "" sz perlin2+ , benchMany2 @Float "fractal" sz (fractal2 defaultFractalConfig{octaves} perlin2)+ , benchMany2 @Double "fractal" sz (fractal2 defaultFractalConfig{octaves} perlin2)+ , benchMany2 @Float "ridged" sz (ridged2 defaultFractalConfig{octaves} perlin2)+ , benchMany2 @Double "ridged" sz (ridged2 defaultFractalConfig{octaves} perlin2)+ , benchMany2 @Float "billow" sz (billow2 defaultFractalConfig{octaves} perlin2)+ , benchMany2 @Double "billow" sz (billow2 defaultFractalConfig{octaves} perlin2)+ , benchMany2 @Float "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength perlin2)+ , benchMany2 @Double "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength perlin2) ] ]-{-# INLINE benchPerlin2 #-} -benchOpenSimplex2 :: Seed -> Int -> Int -> [Benchmark]-benchOpenSimplex2 seed octaves sz =+benchOpenSimplex2 :: Int -> Int -> [Benchmark]+benchOpenSimplex2 octaves sz = [ bgroup "openSimplex2"- [ benchMany2 @Float "" sz seed openSimplex2- , benchMany2 @Double "" sz seed openSimplex2- , benchMany2 @Float "fractal" sz seed (fractal2 defaultFractalConfig{octaves} openSimplex2)- , benchMany2 @Double "fractal" sz seed (fractal2 defaultFractalConfig{octaves} openSimplex2)- , benchMany2 @Float "ridged" sz seed (ridged2 defaultFractalConfig{octaves} openSimplex2)- , benchMany2 @Double "ridged" sz seed (ridged2 defaultFractalConfig{octaves} openSimplex2)- , benchMany2 @Float "billow" sz seed (billow2 defaultFractalConfig{octaves} openSimplex2)- , benchMany2 @Double "billow" sz seed (billow2 defaultFractalConfig{octaves} openSimplex2)- , benchMany2 @Float "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength openSimplex2)- , benchMany2 @Double "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength openSimplex2)+ [ benchMany2 @Float "" sz openSimplex2+ , benchMany2 @Double "" sz openSimplex2+ , benchMany2 @Float "fractal" sz (fractal2 defaultFractalConfig{octaves} openSimplex2)+ , benchMany2 @Double "fractal" sz (fractal2 defaultFractalConfig{octaves} openSimplex2)+ , benchMany2 @Float "ridged" sz (ridged2 defaultFractalConfig{octaves} openSimplex2)+ , benchMany2 @Double "ridged" sz (ridged2 defaultFractalConfig{octaves} openSimplex2)+ , benchMany2 @Float "billow" sz (billow2 defaultFractalConfig{octaves} openSimplex2)+ , benchMany2 @Double "billow" sz (billow2 defaultFractalConfig{octaves} openSimplex2)+ , benchMany2 @Float "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength openSimplex2)+ , benchMany2 @Double "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength openSimplex2) ] ]-{-# INLINE benchOpenSimplex2 #-} -benchOpenSimplexSmooth2 :: Seed -> Int -> Int -> [Benchmark]-benchOpenSimplexSmooth2 seed octaves sz =+benchOpenSimplexSmooth2 :: Int -> Int -> [Benchmark]+benchOpenSimplexSmooth2 octaves sz = [ bgroup "superSimplex2"- [ benchMany2 @Float "" sz seed superSimplex2- , benchMany2 @Double "" sz seed superSimplex2- , benchMany2 @Float "fractal" sz seed (fractal2 defaultFractalConfig{octaves} superSimplex2)- , benchMany2 @Double "fractal" sz seed (fractal2 defaultFractalConfig{octaves} superSimplex2)- , benchMany2 @Float "ridged" sz seed (ridged2 defaultFractalConfig{octaves} superSimplex2)- , benchMany2 @Double "ridged" sz seed (ridged2 defaultFractalConfig{octaves} superSimplex2)- , benchMany2 @Float "billow" sz seed (billow2 defaultFractalConfig{octaves} superSimplex2)- , benchMany2 @Double "billow" sz seed (billow2 defaultFractalConfig{octaves} superSimplex2)- , benchMany2 @Float "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength superSimplex2)- , benchMany2 @Double "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength superSimplex2)+ [ benchMany2 @Float "" sz superSimplex2+ , benchMany2 @Double "" sz superSimplex2+ , benchMany2 @Float "fractal" sz (fractal2 defaultFractalConfig{octaves} superSimplex2)+ , benchMany2 @Double "fractal" sz (fractal2 defaultFractalConfig{octaves} superSimplex2)+ , benchMany2 @Float "ridged" sz (ridged2 defaultFractalConfig{octaves} superSimplex2)+ , benchMany2 @Double "ridged" sz (ridged2 defaultFractalConfig{octaves} superSimplex2)+ , benchMany2 @Float "billow" sz (billow2 defaultFractalConfig{octaves} superSimplex2)+ , benchMany2 @Double "billow" sz (billow2 defaultFractalConfig{octaves} superSimplex2)+ , benchMany2 @Float "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength superSimplex2)+ , benchMany2 @Double "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength superSimplex2) ] ]-{-# INLINE benchOpenSimplexSmooth2 #-} -benchValue2 :: Seed -> Int -> Int -> [Benchmark]-benchValue2 seed octaves sz =+benchValue2 :: Int -> Int -> [Benchmark]+benchValue2 octaves sz = [ bgroup "value2"- [ benchMany2 @Float "" sz seed value2- , benchMany2 @Double "" sz seed value2- , benchMany2 @Float "fractal" sz seed (fractal2 defaultFractalConfig{octaves} value2)- , benchMany2 @Double "fractal" sz seed (fractal2 defaultFractalConfig{octaves} value2)- , benchMany2 @Float "ridged" sz seed (ridged2 defaultFractalConfig{octaves} value2)- , benchMany2 @Double "ridged" sz seed (ridged2 defaultFractalConfig{octaves} value2)- , benchMany2 @Float "billow" sz seed (billow2 defaultFractalConfig{octaves} value2)- , benchMany2 @Double "billow" sz seed (billow2 defaultFractalConfig{octaves} value2)- , benchMany2 @Float "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength value2)- , benchMany2 @Double "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength value2)+ [ benchMany2 @Float "" sz value2+ , benchMany2 @Double "" sz value2+ , benchMany2 @Float "fractal" sz (fractal2 defaultFractalConfig{octaves} value2)+ , benchMany2 @Double "fractal" sz (fractal2 defaultFractalConfig{octaves} value2)+ , benchMany2 @Float "ridged" sz (ridged2 defaultFractalConfig{octaves} value2)+ , benchMany2 @Double "ridged" sz (ridged2 defaultFractalConfig{octaves} value2)+ , benchMany2 @Float "billow" sz (billow2 defaultFractalConfig{octaves} value2)+ , benchMany2 @Double "billow" sz (billow2 defaultFractalConfig{octaves} value2)+ , benchMany2 @Float "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength value2)+ , benchMany2 @Double "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength value2) ] ]-{-# INLINE benchValue2 #-} -benchValueCubic2 :: Seed -> Int -> Int -> [Benchmark]-benchValueCubic2 seed octaves sz =+benchValueCubic2 :: Int -> Int -> [Benchmark]+benchValueCubic2 octaves sz = [ bgroup "valueCubic2"- [ benchMany2 @Float "" sz seed valueCubic2- , benchMany2 @Double "" sz seed valueCubic2- , benchMany2 @Float "fractal" sz seed (fractal2 defaultFractalConfig{octaves} valueCubic2)- , benchMany2 @Double "fractal" sz seed (fractal2 defaultFractalConfig{octaves} valueCubic2)- , benchMany2 @Float "ridged" sz seed (ridged2 defaultFractalConfig{octaves} valueCubic2)- , benchMany2 @Double "ridged" sz seed (ridged2 defaultFractalConfig{octaves} valueCubic2)- , benchMany2 @Float "billow" sz seed (billow2 defaultFractalConfig{octaves} valueCubic2)- , benchMany2 @Double "billow" sz seed (billow2 defaultFractalConfig{octaves} valueCubic2)- , benchMany2 @Float "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic2)- , benchMany2 @Double "pingPong" sz seed (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic2)+ [ benchMany2 @Float "" sz valueCubic2+ , benchMany2 @Double "" sz valueCubic2+ , benchMany2 @Float "fractal" sz (fractal2 defaultFractalConfig{octaves} valueCubic2)+ , benchMany2 @Double "fractal" sz (fractal2 defaultFractalConfig{octaves} valueCubic2)+ , benchMany2 @Float "ridged" sz (ridged2 defaultFractalConfig{octaves} valueCubic2)+ , benchMany2 @Double "ridged" sz (ridged2 defaultFractalConfig{octaves} valueCubic2)+ , benchMany2 @Float "billow" sz (billow2 defaultFractalConfig{octaves} valueCubic2)+ , benchMany2 @Double "billow" sz (billow2 defaultFractalConfig{octaves} valueCubic2)+ , benchMany2 @Float "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic2)+ , benchMany2 @Double "pingPong" sz (pingPong2 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic2) ] ]-{-# INLINE benchValueCubic2 #-} -benchCombo2 :: Seed -> Int -> Int -> [Benchmark]-benchCombo2 seed octaves sz =+benchCombo2 :: Int -> Int -> [Benchmark]+benchCombo2 octaves sz = [ bgroup "numeric combination"- [ benchMany2 @Float "perlin * opensimplex/2" sz seed $+ [ benchMany2 @Float "perlin * opensimplex/2" sz $ openSimplex2 / 2 * perlin2- , benchMany2 @Float "(4 * perlin) / 4" sz seed $+ , benchMany2 @Float "(4 * perlin) / 4" sz $ 4 * perlin2 / 4- , benchMany2 @Float "(perlin + perlin + perlin + perlin) / 4" sz seed $+ , benchMany2 @Float "(perlin + perlin + perlin + perlin) / 4" sz $ (perlin2 + perlin2 + perlin2 + perlin2) / 4- , benchMany2 @Float "fractal (perlin * opensimplex/2)" sz seed $+ , benchMany2 @Float "fractal (perlin * opensimplex/2)" sz $ fractal2 defaultFractalConfig{octaves} (openSimplex2 / 2 * perlin2)- , benchMany2 @Float "fractal perlin * fractal opensimplex" sz seed $+ , benchMany2 @Float "fractal perlin * fractal opensimplex" sz $ fractal2 defaultFractalConfig{octaves} perlin2 * fractal2 defaultFractalConfig{octaves} openSimplex2 ] ]-{-# INLINE benchCombo2 #-} -benchCellular2 :: Seed -> Int -> Int -> [Benchmark]-benchCellular2 seed _ sz =+benchCellular2 :: Int -> Int -> [Benchmark]+benchCellular2 _ sz = [ bgroup "cellular2"- ( benches @Float Proxy- <> benches @Double Proxy- )+ [ benchMany2 @Float+ "DistEuclidean CellValue"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = CellValue})+ , benchMany2 @Float+ "DistEuclidean Distance2Add"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = Distance2Add})+ , benchMany2 @Float+ "DistManhattan CellValue"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistManhattan, cellularResult = CellValue})+ , benchMany2 @Float+ "DistManhattan Distance2Add"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistManhattan, cellularResult = Distance2Add})+ , benchMany2 @Double+ "DistEuclidean CellValue"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = CellValue})+ , benchMany2 @Double+ "DistEuclidean Distance2Add"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = Distance2Add})+ , benchMany2 @Double+ "DistManhattan CellValue"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistManhattan, cellularResult = CellValue})+ , benchMany2 @Double+ "DistManhattan Distance2Add"+ sz+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistManhattan, cellularResult = Distance2Add})+ ] ]- where- benches- :: forall a. (Typeable a, MWC.UniformRange a, U.Unbox a, RealFrac a, Floating a) => Proxy a -> [Benchmark]- benches _ =- [ benchMany2 @a (show d <> " " <> show r) sz seed (cellular2 config)- | d <- [DistEuclidean]- , r <- [CellValue, Distance2Add]- , let config = defaultCellularConfig{cellularDistanceFn = d, cellularResult = r}- ]- {-# INLINE benches #-}-{-# INLINE benchCellular2 #-} -createEnv3 :: forall a m. (Monad m, U.Unbox a, Num a) => Int -> m (U.Vector (a, a, a))+-- offsets are drawn per element (like createEnv2) and the strides are+-- independent per axis; the previous version drew one offset triple and+-- collapsed the index math to ~4 distinct points+createEnv3 :: (U.Unbox a, UniformRange a, RealFrac a) => Int -> IO (Seed, U.Vector (a, a, a)) createEnv3 sz = do- !ixs <- U.generateM sz $ \i ->- pure $- let d = sz `div` 3- !x = fromIntegral $ i `div` d `mod` d- !y = fromIntegral $ i `div` (d * d)- !z = fromIntegral $ i `div` d- in (x, y, z)- pure ixs+ g <- newAtomicGenM =<< newStdGen+ seed <- uniformRM (minBound, maxBound) g+ let d = ceiling (fromIntegral sz ** (1 / 3) :: Double)+ !ixs <- U.generateM sz $ \i -> do+ offsetX <- uniformRM (0.00001, 0.99999) g+ offsetY <- uniformRM (0.00001, 0.99999) g+ offsetZ <- uniformRM (0.00001, 0.99999) g+ let !x = fromIntegral (i `mod` d)+ !y = fromIntegral ((i `div` d) `mod` d)+ !z = fromIntegral (i `div` (d * d))+ pure (x + offsetX, y + offsetY, z + offsetZ)+ pure (seed, ixs) {-# INLINE createEnv3 #-} benchMany3 :: forall a- . (Typeable a, RealFrac a, U.Unbox a)+ . (Typeable a, UniformRange a, RealFrac a, U.Unbox a) => String -> Int- -> Seed -> Noise3 a -> Benchmark-benchMany3 lbl sz seed f =- env (createEnv3 sz) $ \ ~v ->- bench (label lbl sz seed (Proxy @(U.Vector a))) $+benchMany3 lbl sz f =+ env (createEnv3 sz) $ \ ~(seed, v) ->+ bench (label lbl sz (Proxy @(U.Vector a))) $ nf (U.map (\(x, y, z) -> noise3At f seed x y z)) v {-# INLINE benchMany3 #-} -baseline3 :: Seed -> Int -> [Benchmark]-baseline3 seed sz =+baseline3 :: Int -> [Benchmark]+baseline3 sz = [ bgroup "baseline3"- [ benchMany3 @Float "" sz seed (const3 1)- , benchMany3 @Double "" sz seed (const3 2)+ [ benchMany3 @Float "" sz (const3 1)+ , benchMany3 @Double "" sz (const3 2) ] ]-{-# INLINE baseline3 #-} -benchPerlin3 :: Seed -> Int -> Int -> [Benchmark]-benchPerlin3 seed octaves sz =+benchPerlin3 :: Int -> Int -> [Benchmark]+benchPerlin3 octaves sz = [ bgroup "perlin3"- [ benchMany3 @Float "" sz seed perlin3- , benchMany3 @Double "" sz seed perlin3- , benchMany3 @Float "fractal" sz seed (fractal3 defaultFractalConfig{octaves} perlin3)- , benchMany3 @Double "fractal" sz seed (fractal3 defaultFractalConfig{octaves} perlin3)- , benchMany3 @Float "ridged" sz seed (ridged3 defaultFractalConfig{octaves} perlin3)- , benchMany3 @Double "ridged" sz seed (ridged3 defaultFractalConfig{octaves} perlin3)- , benchMany3 @Float "billow" sz seed (billow3 defaultFractalConfig{octaves} perlin3)- , benchMany3 @Double "billow" sz seed (billow3 defaultFractalConfig{octaves} perlin3)- , benchMany3 @Float "pingPong" sz seed (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength perlin3)- , benchMany3 @Double "pingPong" sz seed (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength perlin3)+ [ benchMany3 @Float "" sz perlin3+ , benchMany3 @Double "" sz perlin3+ , benchMany3 @Float "fractal" sz (fractal3 defaultFractalConfig{octaves} perlin3)+ , benchMany3 @Double "fractal" sz (fractal3 defaultFractalConfig{octaves} perlin3)+ , benchMany3 @Float "ridged" sz (ridged3 defaultFractalConfig{octaves} perlin3)+ , benchMany3 @Double "ridged" sz (ridged3 defaultFractalConfig{octaves} perlin3)+ , benchMany3 @Float "billow" sz (billow3 defaultFractalConfig{octaves} perlin3)+ , benchMany3 @Double "billow" sz (billow3 defaultFractalConfig{octaves} perlin3)+ , benchMany3 @Float "pingPong" sz (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength perlin3)+ , benchMany3 @Double "pingPong" sz (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength perlin3) ] ]-{-# INLINE benchPerlin3 #-} -benchValue3 :: Seed -> Int -> Int -> [Benchmark]-benchValue3 seed octaves sz =+benchOpenSimplex3 :: Int -> Int -> [Benchmark]+benchOpenSimplex3 octaves sz = [ bgroup+ "openSimplex3"+ [ benchMany3 @Float "" sz openSimplex3+ , benchMany3 @Double "" sz openSimplex3+ , benchMany3 @Float "fractal" sz (fractal3 defaultFractalConfig{octaves} openSimplex3)+ , benchMany3 @Double "fractal" sz (fractal3 defaultFractalConfig{octaves} openSimplex3)+ ]+ ]++benchSuperSimplex3 :: Int -> Int -> [Benchmark]+benchSuperSimplex3 octaves sz =+ [ bgroup+ "superSimplex3"+ [ benchMany3 @Float "" sz superSimplex3+ , benchMany3 @Double "" sz superSimplex3+ , benchMany3 @Float "fractal" sz (fractal3 defaultFractalConfig{octaves} superSimplex3)+ , benchMany3 @Double "fractal" sz (fractal3 defaultFractalConfig{octaves} superSimplex3)+ ]+ ]++benchCellular3 :: Int -> [Benchmark]+benchCellular3 sz =+ [ bgroup+ "cellular3"+ [ benchMany3 @Float+ "DistEuclidean CellValue"+ sz+ (cellular3 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = CellValue})+ , benchMany3 @Float+ "DistEuclidean Distance2Add"+ sz+ (cellular3 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = Distance2Add})+ , benchMany3 @Double+ "DistEuclidean CellValue"+ sz+ (cellular3 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = CellValue})+ , benchMany3 @Double+ "DistEuclidean Distance2Add"+ sz+ (cellular3 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = Distance2Add})+ ]+ ]++benchValue3 :: Int -> Int -> [Benchmark]+benchValue3 octaves sz =+ [ bgroup "value3"- [ benchMany3 @Float "" sz seed value3- , benchMany3 @Double "" sz seed value3- , benchMany3 @Float "fractal" sz seed (fractal3 defaultFractalConfig{octaves} value3)- , benchMany3 @Double "fractal" sz seed (fractal3 defaultFractalConfig{octaves} value3)- , benchMany3 @Float "ridged" sz seed (ridged3 defaultFractalConfig{octaves} value3)- , benchMany3 @Double "ridged" sz seed (ridged3 defaultFractalConfig{octaves} value3)- , benchMany3 @Float "billow" sz seed (billow3 defaultFractalConfig{octaves} value3)- , benchMany3 @Double "billow" sz seed (billow3 defaultFractalConfig{octaves} value3)- , benchMany3 @Float "pingPong" sz seed (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength value3)- , benchMany3 @Double "pingPong" sz seed (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength value3)+ [ benchMany3 @Float "" sz value3+ , benchMany3 @Double "" sz value3+ , benchMany3 @Float "fractal" sz (fractal3 defaultFractalConfig{octaves} value3)+ , benchMany3 @Double "fractal" sz (fractal3 defaultFractalConfig{octaves} value3)+ , benchMany3 @Float "ridged" sz (ridged3 defaultFractalConfig{octaves} value3)+ , benchMany3 @Double "ridged" sz (ridged3 defaultFractalConfig{octaves} value3)+ , benchMany3 @Float "billow" sz (billow3 defaultFractalConfig{octaves} value3)+ , benchMany3 @Double "billow" sz (billow3 defaultFractalConfig{octaves} value3)+ , benchMany3 @Float "pingPong" sz (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength value3)+ , benchMany3 @Double "pingPong" sz (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength value3) ] ]-{-# INLINE benchValue3 #-} -benchValueCubic3 :: Seed -> Int -> Int -> [Benchmark]-benchValueCubic3 seed octaves sz =+benchValueCubic3 :: Int -> Int -> [Benchmark]+benchValueCubic3 octaves sz = [ bgroup "valueCubic3"- [ benchMany3 @Float "" sz seed valueCubic3- , benchMany3 @Double "" sz seed valueCubic3- , benchMany3 @Float "fractal" sz seed (fractal3 defaultFractalConfig{octaves} valueCubic3)- , benchMany3 @Double "fractal" sz seed (fractal3 defaultFractalConfig{octaves} valueCubic3)- , benchMany3 @Float "ridged" sz seed (ridged3 defaultFractalConfig{octaves} valueCubic3)- , benchMany3 @Double "ridged" sz seed (ridged3 defaultFractalConfig{octaves} valueCubic3)- , benchMany3 @Float "billow" sz seed (billow3 defaultFractalConfig{octaves} valueCubic3)- , benchMany3 @Double "billow" sz seed (billow3 defaultFractalConfig{octaves} valueCubic3)- , benchMany3 @Float "pingPong" sz seed (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic3)- , benchMany3 @Double "pingPong" sz seed (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic3)+ [ benchMany3 @Float "" sz valueCubic3+ , benchMany3 @Double "" sz valueCubic3+ , benchMany3 @Float "fractal" sz (fractal3 defaultFractalConfig{octaves} valueCubic3)+ , benchMany3 @Double "fractal" sz (fractal3 defaultFractalConfig{octaves} valueCubic3)+ , benchMany3 @Float "ridged" sz (ridged3 defaultFractalConfig{octaves} valueCubic3)+ , benchMany3 @Double "ridged" sz (ridged3 defaultFractalConfig{octaves} valueCubic3)+ , benchMany3 @Float "billow" sz (billow3 defaultFractalConfig{octaves} valueCubic3)+ , benchMany3 @Double "billow" sz (billow3 defaultFractalConfig{octaves} valueCubic3)+ , benchMany3 @Float "pingPong" sz (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic3)+ , benchMany3 @Double "pingPong" sz (pingPong3 defaultFractalConfig{octaves} defaultPingPongStrength valueCubic3) ] ]-{-# INLINE benchValueCubic3 #-}++benchMassiv2+ :: forall a+ . (Typeable a, U.Unbox a, RealFrac a, UniformRange a)+ => String+ -> Int+ -> Int+ -> Noise2 a+ -> Benchmark+benchMassiv2 lbl !w !h noiseF =+ env+ ( do+ g <- newAtomicGenM =<< newStdGen+ seed <- uniformRM (minBound, maxBound) g+ -- This intentionally breaks the optimizer's ability to DCE. If we try to calculate+ -- inline it seems that GHC is smart enough to figure out that the whole-number+ -- integral points involve relatively simple code paths.+ (arr :: MA.Array MA.U MA.Ix2 (a, a)) <-+ MA.generateArray @MA.U MA.Par (MA.Sz2 h w) $ \(i MA.:. j) ->+ generate2DCoords g i j++ pure (seed, arr)+ )+ $ \ ~(seed, arr) ->+ bench (label lbl (w * h) (Proxy @a)) $+ nf+ ( MA.computeP @MA.U+ . MA.map+ ( \(!x, !y) ->+ noise2At noiseF seed x y+ )+ )+ arr+{-# INLINE benchMassiv2 #-}++benchMassivBase2 :: Int -> Int -> [Benchmark]+benchMassivBase2 !w !h =+ [ bgroup+ "massiv base2"+ [ benchMassiv2 @Float "perlin2" w h perlin2+ , benchMassiv2 @Double "perlin2" w h perlin2+ , benchMassiv2 @Float "openSimplex2" w h openSimplex2+ , benchMassiv2 @Double "openSimplex2" w h openSimplex2+ , benchMassiv2 @Float "superSimplex2" w h superSimplex2+ , benchMassiv2 @Double "superSimplex2" w h superSimplex2+ , benchMassiv2 @Float "value2" w h value2+ , benchMassiv2 @Double "value2" w h value2+ , benchMassiv2 @Float "valueCubic2" w h valueCubic2+ , benchMassiv2 @Double "valueCubic2" w h valueCubic2+ , benchMassiv2 @Float+ "cellular2"+ w+ h+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = CellValue})+ , benchMassiv2 @Double+ "cellular2"+ w+ h+ (cellular2 defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = CellValue})+ ]+ ]++benchMassivFractal2 :: Int -> Int -> Int -> [Benchmark]+benchMassivFractal2 octaves w h =+ [ bgroup+ "massiv fractal2"+ [ benchMassiv2 @Float "perlin2 fractal" w h (fractal2 defaultFractalConfig{octaves} perlin2)+ , benchMassiv2 @Double "perlin2 fractal" w h (fractal2 defaultFractalConfig{octaves} perlin2)+ , benchMassiv2 @Float "value2 fractal" w h (fractal2 defaultFractalConfig{octaves} value2)+ , benchMassiv2 @Double "value2 fractal" w h (fractal2 defaultFractalConfig{octaves} value2)+ , benchMassiv2 @Float "openSimplex2 fractal" w h (fractal2 defaultFractalConfig{octaves} openSimplex2)+ , benchMassiv2 @Double "openSimplex2 fractal" w h (fractal2 defaultFractalConfig{octaves} openSimplex2)+ , benchMassiv2 @Float "superSimplex2 fractal" w h (fractal2 defaultFractalConfig{octaves} superSimplex2)+ , benchMassiv2 @Double "superSimplex2 fractal" w h (fractal2 defaultFractalConfig{octaves} superSimplex2)+ ]+ ]
bench/BenchLib.hs view
+ bench/fnl-compare/FnlBench.hs view
@@ -0,0 +1,234 @@+-- | Performance comparison against the vendored FastNoiseLite+--+-- Ratios are printed by tasty-bench's 'bcompare': each @pure-noise@ line ends+-- with e.g. @1.05x@ = its mean time relative to the matching @fnl@ line+-- (lower is better; 1.05x means pure-noise is 5% slower).+--+-- Ratios only print when the matching fnl benchmark runs in the same invocation,+-- so filter by group (e.g. @-p \/perlin\/@), not by side.+module Main (main) where++import Control.Monad.State.Strict (evalState, state)+import Data.Vector.Storable qualified as S+import Foreign.C.Types (CFloat (..), CInt (..))+import Foreign.Ptr (Ptr)+import Numeric.Noise+import System.Random.SplitMix (SMGen, mkSMGen, nextFloat)+import Test.Tasty.Bench+import Test.Tasty.Patterns.Printer (printAwkExpr)++main :: IO ()+main =+ defaultMain (map (mapLeafBenchmarks addCompare) benchmarks)++-- | Attach a bcompare ratio to every pure-noise leaf, targeting the fnl leaf+-- in the same group (the pattern matches exactly one benchmark).+addCompare :: [String] -> Benchmark -> Benchmark+addCompare (leaf : path) b+ | leaf == pnLeaf = bcompare (printAwkExpr (locateBenchmark (fnlLeaf : path))) b+addCompare _ b = b++fnlLeaf, pnLeaf :: String+fnlLeaf = "fnl x" <> show samples+pnLeaf = "pure-noise x" <> show samples++benchmarks :: [Benchmark]+benchmarks =+ [ env mkEnv2 $ \ ~(grid, rand, kOne, kSmall) ->+ bgroup+ "2D"+ [ algo2 grid rand kOne kSmall "value" fnlValue value2+ , algo2 grid rand kOne kSmall "valueCubic" fnlValueCubic valueCubic2+ , algo2 grid rand kOne kSmall "perlin" fnlPerlin perlin2+ , algo2 grid rand kOne kSmall "openSimplex2" fnlOpenSimplex2 openSimplex2+ , algo2 grid rand kOne kSmall "superSimplex2" fnlOpenSimplex2S superSimplex2+ , algo2 grid rand kOne kSmall "cellular" fnlCellular (cellular2 benchCellularConfig)+ ]+ , env mkEnv3 $ \ ~(grid, rand, kOne, kSmall) ->+ bgroup+ "3D"+ [ algo3 grid rand kOne kSmall "value" fnlValue value3+ , algo3 grid rand kOne kSmall "valueCubic" fnlValueCubic valueCubic3+ , algo3 grid rand kOne kSmall "perlin" fnlPerlin perlin3+ , algo3 grid rand kOne kSmall "openSimplex2" fnlOpenSimplex2 openSimplex3+ , algo3 grid rand kOne kSmall "superSimplex2" fnlOpenSimplex2S superSimplex3+ , algo3 grid rand kOne kSmall "cellular" fnlCellular (cellular3 benchCellularConfig)+ ]+ ]++algo2+ :: (S.Vector Float, S.Vector Float)+ -> (S.Vector Float, S.Vector Float)+ -> Float+ -> Float+ -> String+ -> CInt+ -> Noise2 Float+ -> Benchmark+algo2 grid rand kOne kSmall name ty nz =+ bgroup+ name+ [ bgroup "grid" (pair grid kOne)+ , bgroup "freq001" (pair grid kSmall)+ , bgroup "random" (pair rand kOne)+ ]+ where+ pair ~(xs, ys) k =+ [ bench fnlLeaf $ whnfIO (fnlSum2 ty k xs ys)+ , bench pnLeaf $ whnf (\kk -> sumNoise2 nz kk xs ys) k+ ]+{-# INLINE algo2 #-}++algo3+ :: (S.Vector Float, S.Vector Float, S.Vector Float)+ -> (S.Vector Float, S.Vector Float, S.Vector Float)+ -> Float+ -> Float+ -> String+ -> CInt+ -> Noise3 Float+ -> Benchmark+algo3 grid rand kOne kSmall name ty nz =+ bgroup+ name+ [ bgroup "grid" (pair grid kOne)+ , bgroup "freq001" (pair grid kSmall)+ , bgroup "random" (pair rand kOne)+ ]+ where+ -- lazy pattern: see algo2+ pair ~(xs, ys, zs) k =+ [ bench fnlLeaf $ whnfIO (fnlSum3 ty k xs ys zs)+ , bench pnLeaf $ whnf (\kk -> sumNoise3 nz kk xs ys zs) k+ ]+{-# INLINE algo3 #-}++----------------------------------------------------------------------------------------------------+-- Matched sweeps+----------------------------------------------------------------------------------------------------++sumNoise2 :: Noise2 Float -> Float -> S.Vector Float -> S.Vector Float -> Float+sumNoise2 nz k xs ys = go 0 0+ where+ !n = S.length xs+ go !i !acc+ | i >= n = acc+ | otherwise =+ go (i + 1) (acc + noise2At nz benchSeed (k * S.unsafeIndex xs i) (k * S.unsafeIndex ys i))+{-# INLINE sumNoise2 #-}++sumNoise3 :: Noise3 Float -> Float -> S.Vector Float -> S.Vector Float -> S.Vector Float -> Float+sumNoise3 nz k xs ys zs = go 0 0+ where+ !n = S.length xs+ go !i !acc+ | i >= n = acc+ | otherwise =+ go+ (i + 1)+ (acc + noise3At nz benchSeed (k * S.unsafeIndex xs i) (k * S.unsafeIndex ys i) (k * S.unsafeIndex zs i))+{-# INLINE sumNoise3 #-}++----------------------------------------------------------------------------------------------------+-- FFI (fnl_bench_shim.cpp)+----------------------------------------------------------------------------------------------------++foreign import ccall unsafe "fnl_bench_sum2"+ c_fnlSum2 :: CInt -> CInt -> CFloat -> CInt -> Ptr Float -> Ptr Float -> IO CFloat++foreign import ccall unsafe "fnl_bench_sum3"+ c_fnlSum3 :: CInt -> CInt -> CFloat -> CInt -> Ptr Float -> Ptr Float -> Ptr Float -> IO CFloat++fnlSum2 :: CInt -> Float -> S.Vector Float -> S.Vector Float -> IO Float+fnlSum2 ty k xs ys =+ S.unsafeWith xs $ \px ->+ S.unsafeWith ys $ \py -> do+ CFloat r <- c_fnlSum2 ty fnlBenchSeed (CFloat k) (fromIntegral (S.length xs)) px py+ pure r++fnlSum3 :: CInt -> Float -> S.Vector Float -> S.Vector Float -> S.Vector Float -> IO Float+fnlSum3 ty k xs ys zs =+ S.unsafeWith xs $ \px ->+ S.unsafeWith ys $ \py ->+ S.unsafeWith zs $ \pz -> do+ CFloat r <- c_fnlSum3 ty fnlBenchSeed (CFloat k) (fromIntegral (S.length xs)) px py pz+ pure r++fnlOpenSimplex2, fnlOpenSimplex2S, fnlCellular, fnlPerlin, fnlValueCubic, fnlValue :: CInt+fnlOpenSimplex2 = 0+fnlOpenSimplex2S = 1+fnlCellular = 2+fnlPerlin = 3+fnlValueCubic = 4+fnlValue = 5++-- 1337 is the FNL bench convention.+benchSeed :: Seed+benchSeed = 1337++fnlBenchSeed :: CInt+fnlBenchSeed = 1337++benchCellularConfig :: CellularConfig Float+benchCellularConfig = defaultCellularConfig{cellularDistanceFn = DistEuclidean, cellularResult = Distance}++-- ---------------------------------------------------------------------------+-- Coordinate environments (built once per dimension)+-- ---------------------------------------------------------------------------++-- n = 262144 everywhere: 512*512 (2D grid), 64^3 (3D grid), and the random+-- streams, so every leaf carries the same "xN" count for vps.py.+gridSize2, gridSize3, samples :: Int+gridSize2 = 512+gridSize3 = 64+samples = gridSize2 * gridSize2++-- (grid xs/ys, random xs/ys, kOne = 1.0, kSmall = 0.01). The ks come out of+-- the IO action so the simplifier cannot constant-fold the per-point multiply+-- on the Haskell side only.+mkEnv2 :: IO ((S.Vector Float, S.Vector Float), (S.Vector Float, S.Vector Float), Float, Float)+mkEnv2 = pure (mkGrid2, mkRand2 samples, 1.0, 0.01)++mkEnv3+ :: IO+ ( (S.Vector Float, S.Vector Float, S.Vector Float)+ , (S.Vector Float, S.Vector Float, S.Vector Float)+ , Float+ , Float+ )+mkEnv3 = pure (mkGrid3, mkRand3 samples, 1.0, 0.01)++-- Integer lattice in FNL benchmark loop order (x fastest, then y, then z).+mkGrid2 :: (S.Vector Float, S.Vector Float)+mkGrid2 =+ ( S.generate samples (\i -> fromIntegral (i `mod` gridSize2))+ , S.generate samples (\i -> fromIntegral (i `div` gridSize2))+ )++mkGrid3 :: (S.Vector Float, S.Vector Float, S.Vector Float)+mkGrid3 =+ ( S.generate samples (\i -> fromIntegral (i `mod` gridSize3))+ , S.generate samples (\i -> fromIntegral ((i `div` gridSize3) `mod` gridSize3))+ , S.generate samples (\i -> fromIntegral (i `div` (gridSize3 * gridSize3)))+ )++smgen :: SMGen+smgen = mkSMGen 0x9E3779B97F4A7C15++draws :: Int -> S.Vector Float+draws n = S.map (* 512) . evalState (S.generateM n . const . state $ nextFloat) $ smgen++mkRand2 :: Int -> (S.Vector Float, S.Vector Float)+mkRand2 n =+ let v = draws (2 * n)+ in ( S.generate n (\i -> v S.! (2 * i))+ , S.generate n (\i -> v S.! (2 * i + 1))+ )++mkRand3 :: Int -> (S.Vector Float, S.Vector Float, S.Vector Float)+mkRand3 n =+ let v = draws (3 * n)+ in ( S.generate n (\i -> v S.! (3 * i))+ , S.generate n (\i -> v S.! (3 * i + 1))+ , S.generate n (\i -> v S.! (3 * i + 2))+ )
+ bench/fnl-compare/cbits/FastNoiseLite.h view
@@ -0,0 +1,2586 @@+// MIT License+//+// Copyright(c) 2023 Jordan Peck (jordan.me2@gmail.com)+// Copyright(c) 2023 Contributors+//+// Permission is hereby granted, free of charge, to any person obtaining a copy+// of this software and associated documentation files(the "Software"), to deal+// in the Software without restriction, including without limitation the rights+// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell+// copies of the Software, and to permit persons to whom the Software is+// furnished to do so, subject to the following conditions :+//+// The above copyright notice and this permission notice shall be included in all+// copies or substantial portions of the Software.+//+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE+// SOFTWARE.+//+// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'... ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll+// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'.... ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo+// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd+// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx+// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'... ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx+// . ....';:cloddddo___________,,,,;;:clooddddoolc:,... ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd+// .......',;:cccc:| |,,,;;:cclooddddoll:;'.. ..';cox| \KKK000| |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo+// .......'',,,,,''| ________|',,;;::cclloooooolc:;'......___:ldk| \KK000| |XKKK0Okxolc| |;;::cclodxxkkkkxxdoolllcclllooodddooooo+// ''......''''....| | ....'',,,,;;;::cclloooollc:;,''.'| |oxk| \OOO0| |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo+// ;;,''.......... | |_____',,;;;____:___cllo________.___| |___| \xkk| |KK_______ool___:::;________;;;_______...'',;;:ccclllloo+// c:;,''......... | |:::/ ' |lo/ | | \dx| |0/ \d| |cc/ |'/ \......',,;;:ccllo+// ol:;,'..........| _____|ll/ __ |o/ ______|____ ___| | \o| |/ ___ \| |o/ ______|/ ___ \ .......'',;:clo+// dlc;,...........| |::clooo| / | |x\___ \KXKKK0| |dol| |\ \| | | | | |d\___ \..| | / / ....',:cl+// xoc;'... .....'| |llodddd| \__| |_____\ \KKK0O| |lc:| |'\ | |___| | |_____\ \.| |_/___/... ...',;:c+// dlc;'... ....',;| |oddddddo\ | |Okkx| |::;| |..\ |\ /| | | \ |... ....',;:c+// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc+// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll+// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo+// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd+// . .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk+// ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000+// ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX+//+// VERSION: 1.1.1+// https://github.com/Auburn/FastNoiseLite++#ifndef FASTNOISELITE_H+#define FASTNOISELITE_H++#include <cmath>++class FastNoiseLite+{+public:+ enum NoiseType+ {+ NoiseType_OpenSimplex2,+ NoiseType_OpenSimplex2S,+ NoiseType_Cellular,+ NoiseType_Perlin,+ NoiseType_ValueCubic,+ NoiseType_Value+ };++ enum RotationType3D+ {+ RotationType3D_None,+ RotationType3D_ImproveXYPlanes,+ RotationType3D_ImproveXZPlanes+ };++ enum FractalType+ {+ FractalType_None,+ FractalType_FBm,+ FractalType_Ridged,+ FractalType_PingPong,+ FractalType_DomainWarpProgressive,+ FractalType_DomainWarpIndependent+ };++ enum CellularDistanceFunction+ {+ CellularDistanceFunction_Euclidean,+ CellularDistanceFunction_EuclideanSq,+ CellularDistanceFunction_Manhattan,+ CellularDistanceFunction_Hybrid+ };++ enum CellularReturnType+ {+ CellularReturnType_CellValue,+ CellularReturnType_Distance,+ CellularReturnType_Distance2,+ CellularReturnType_Distance2Add,+ CellularReturnType_Distance2Sub,+ CellularReturnType_Distance2Mul,+ CellularReturnType_Distance2Div+ };++ enum DomainWarpType+ {+ DomainWarpType_OpenSimplex2,+ DomainWarpType_OpenSimplex2Reduced,+ DomainWarpType_BasicGrid+ };++ /// <summary>+ /// Create new FastNoise object with optional seed+ /// </summary>+ FastNoiseLite(int seed = 1337)+ {+ mSeed = seed;+ mFrequency = 0.01f;+ mNoiseType = NoiseType_OpenSimplex2;+ mRotationType3D = RotationType3D_None;+ mTransformType3D = TransformType3D_DefaultOpenSimplex2;++ mFractalType = FractalType_None;+ mOctaves = 3;+ mLacunarity = 2.0f;+ mGain = 0.5f;+ mWeightedStrength = 0.0f;+ mPingPongStrength = 2.0f;++ mFractalBounding = 1 / 1.75f;++ mCellularDistanceFunction = CellularDistanceFunction_EuclideanSq;+ mCellularReturnType = CellularReturnType_Distance;+ mCellularJitterModifier = 1.0f;++ mDomainWarpType = DomainWarpType_OpenSimplex2;+ mWarpTransformType3D = TransformType3D_DefaultOpenSimplex2;+ mDomainWarpAmp = 1.0f;+ }++ /// <summary>+ /// Sets seed used for all noise types+ /// </summary>+ /// <remarks>+ /// Default: 1337+ /// </remarks>+ void SetSeed(int seed) { mSeed = seed; }++ /// <summary>+ /// Sets frequency for all noise types+ /// </summary>+ /// <remarks>+ /// Default: 0.01+ /// </remarks>+ void SetFrequency(float frequency) { mFrequency = frequency; }++ /// <summary>+ /// Sets noise algorithm used for GetNoise(...)+ /// </summary>+ /// <remarks>+ /// Default: OpenSimplex2+ /// </remarks>+ void SetNoiseType(NoiseType noiseType)+ {+ mNoiseType = noiseType;+ UpdateTransformType3D();+ }++ /// <summary>+ /// Sets domain rotation type for 3D Noise and 3D DomainWarp.+ /// Can aid in reducing directional artifacts when sampling a 2D plane in 3D+ /// </summary>+ /// <remarks>+ /// Default: None+ /// </remarks>+ void SetRotationType3D(RotationType3D rotationType3D)+ {+ mRotationType3D = rotationType3D;+ UpdateTransformType3D();+ UpdateWarpTransformType3D();+ }++ /// <summary>+ /// Sets method for combining octaves in all fractal noise types+ /// </summary>+ /// <remarks>+ /// Default: None+ /// Note: FractalType_DomainWarp... only affects DomainWarp(...)+ /// </remarks>+ void SetFractalType(FractalType fractalType) { mFractalType = fractalType; }++ /// <summary>+ /// Sets octave count for all fractal noise types + /// </summary>+ /// <remarks>+ /// Default: 3+ /// </remarks>+ void SetFractalOctaves(int octaves)+ {+ mOctaves = octaves;+ CalculateFractalBounding();+ }++ /// <summary>+ /// Sets octave lacunarity for all fractal noise types+ /// </summary>+ /// <remarks>+ /// Default: 2.0+ /// </remarks>+ void SetFractalLacunarity(float lacunarity) { mLacunarity = lacunarity; }++ /// <summary>+ /// Sets octave gain for all fractal noise types+ /// </summary>+ /// <remarks>+ /// Default: 0.5+ /// </remarks>+ void SetFractalGain(float gain)+ {+ mGain = gain;+ CalculateFractalBounding();+ }++ /// <summary>+ /// Sets octave weighting for all none DomainWarp fratal types+ /// </summary>+ /// <remarks>+ /// Default: 0.0+ /// Note: Keep between 0...1 to maintain -1...1 output bounding+ /// </remarks>+ void SetFractalWeightedStrength(float weightedStrength) { mWeightedStrength = weightedStrength; }++ /// <summary>+ /// Sets strength of the fractal ping pong effect+ /// </summary>+ /// <remarks>+ /// Default: 2.0+ /// </remarks>+ void SetFractalPingPongStrength(float pingPongStrength) { mPingPongStrength = pingPongStrength; }+++ /// <summary>+ /// Sets distance function used in cellular noise calculations+ /// </summary>+ /// <remarks>+ /// Default: Distance+ /// </remarks>+ void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { mCellularDistanceFunction = cellularDistanceFunction; }++ /// <summary>+ /// Sets return type from cellular noise calculations+ /// </summary>+ /// <remarks>+ /// Default: EuclideanSq+ /// </remarks>+ void SetCellularReturnType(CellularReturnType cellularReturnType) { mCellularReturnType = cellularReturnType; }++ /// <summary>+ /// Sets the maximum distance a cellular point can move from it's grid position+ /// </summary>+ /// <remarks>+ /// Default: 1.0+ /// Note: Setting this higher than 1 will cause artifacts+ /// </remarks> + void SetCellularJitter(float cellularJitter) { mCellularJitterModifier = cellularJitter; }+++ /// <summary>+ /// Sets the warp algorithm when using DomainWarp(...)+ /// </summary>+ /// <remarks>+ /// Default: OpenSimplex2+ /// </remarks>+ void SetDomainWarpType(DomainWarpType domainWarpType)+ {+ mDomainWarpType = domainWarpType;+ UpdateWarpTransformType3D();+ }+++ /// <summary>+ /// Sets the maximum warp distance from original position when using DomainWarp(...)+ /// </summary>+ /// <remarks>+ /// Default: 1.0+ /// </remarks>+ void SetDomainWarpAmp(float domainWarpAmp) { mDomainWarpAmp = domainWarpAmp; }+++ /// <summary>+ /// 2D noise at given position using current settings+ /// </summary>+ /// <returns>+ /// Noise output bounded between -1...1+ /// </returns>+ template <typename FNfloat>+ float GetNoise(FNfloat x, FNfloat y) const+ {+ Arguments_must_be_floating_point_values<FNfloat>();++ TransformNoiseCoordinate(x, y);++ switch (mFractalType)+ {+ default:+ return GenNoiseSingle(mSeed, x, y);+ case FractalType_FBm:+ return GenFractalFBm(x, y);+ case FractalType_Ridged:+ return GenFractalRidged(x, y);+ case FractalType_PingPong:+ return GenFractalPingPong(x, y);+ }+ }++ /// <summary>+ /// 3D noise at given position using current settings+ /// </summary>+ /// <returns>+ /// Noise output bounded between -1...1+ /// </returns>+ template <typename FNfloat>+ float GetNoise(FNfloat x, FNfloat y, FNfloat z) const+ {+ Arguments_must_be_floating_point_values<FNfloat>();++ TransformNoiseCoordinate(x, y, z);++ switch (mFractalType)+ {+ default:+ return GenNoiseSingle(mSeed, x, y, z);+ case FractalType_FBm:+ return GenFractalFBm(x, y, z);+ case FractalType_Ridged:+ return GenFractalRidged(x, y, z);+ case FractalType_PingPong:+ return GenFractalPingPong(x, y, z);+ }+ }+++ /// <summary>+ /// 2D warps the input position using current domain warp settings+ /// </summary>+ /// <example>+ /// Example usage with GetNoise+ /// <code>DomainWarp(x, y)+ /// noise = GetNoise(x, y)</code>+ /// </example>+ template <typename FNfloat>+ void DomainWarp(FNfloat& x, FNfloat& y) const+ {+ Arguments_must_be_floating_point_values<FNfloat>();++ switch (mFractalType)+ {+ default:+ DomainWarpSingle(x, y);+ break;+ case FractalType_DomainWarpProgressive:+ DomainWarpFractalProgressive(x, y);+ break;+ case FractalType_DomainWarpIndependent:+ DomainWarpFractalIndependent(x, y);+ break;+ }+ }++ /// <summary>+ /// 3D warps the input position using current domain warp settings+ /// </summary>+ /// <example>+ /// Example usage with GetNoise+ /// <code>DomainWarp(x, y, z)+ /// noise = GetNoise(x, y, z)</code>+ /// </example>+ template <typename FNfloat>+ void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const+ {+ Arguments_must_be_floating_point_values<FNfloat>();++ switch (mFractalType)+ {+ default:+ DomainWarpSingle(x, y, z);+ break;+ case FractalType_DomainWarpProgressive:+ DomainWarpFractalProgressive(x, y, z);+ break;+ case FractalType_DomainWarpIndependent:+ DomainWarpFractalIndependent(x, y, z);+ break;+ }+ }++private:+ template <typename T>+ struct Arguments_must_be_floating_point_values;++ enum TransformType3D+ {+ TransformType3D_None,+ TransformType3D_ImproveXYPlanes,+ TransformType3D_ImproveXZPlanes,+ TransformType3D_DefaultOpenSimplex2+ };++ int mSeed;+ float mFrequency;+ NoiseType mNoiseType;+ RotationType3D mRotationType3D;+ TransformType3D mTransformType3D;++ FractalType mFractalType;+ int mOctaves;+ float mLacunarity;+ float mGain;+ float mWeightedStrength;+ float mPingPongStrength;++ float mFractalBounding;++ CellularDistanceFunction mCellularDistanceFunction;+ CellularReturnType mCellularReturnType;+ float mCellularJitterModifier;++ DomainWarpType mDomainWarpType;+ TransformType3D mWarpTransformType3D;+ float mDomainWarpAmp;+++ template <typename T>+ struct Lookup+ {+ static const T Gradients2D[];+ static const T Gradients3D[];+ static const T RandVecs2D[];+ static const T RandVecs3D[];+ };++ static float FastMin(float a, float b) { return a < b ? a : b; }++ static float FastMax(float a, float b) { return a > b ? a : b; }++ static float FastAbs(float f) { return f < 0 ? -f : f; }++ static float FastSqrt(float f) { return sqrtf(f); }++ template <typename FNfloat>+ static int FastFloor(FNfloat f) { return f >= 0 ? (int)f : (int)f - 1; }++ template <typename FNfloat>+ static int FastRound(FNfloat f) { return f >= 0 ? (int)(f + 0.5f) : (int)(f - 0.5f); }++ static float Lerp(float a, float b, float t) { return a + t * (b - a); }++ static float InterpHermite(float t) { return t * t * (3 - 2 * t); }++ static float InterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }++ static float CubicLerp(float a, float b, float c, float d, float t)+ {+ float p = (d - c) - (a - b);+ return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b;+ }++ static float PingPong(float t)+ {+ t -= (int)(t * 0.5f) * 2;+ return t < 1 ? t : 2 - t;+ }++ void CalculateFractalBounding()+ {+ float gain = FastAbs(mGain);+ float amp = gain;+ float ampFractal = 1.0f;+ for (int i = 1; i < mOctaves; i++)+ {+ ampFractal += amp;+ amp *= gain;+ }+ mFractalBounding = 1 / ampFractal;+ }++ // Hashing+ static const int PrimeX = 501125321;+ static const int PrimeY = 1136930381;+ static const int PrimeZ = 1720413743;++ static int Hash(int seed, int xPrimed, int yPrimed)+ {+ int hash = seed ^ xPrimed ^ yPrimed;++ hash *= 0x27d4eb2d;+ return hash;+ }+++ static int Hash(int seed, int xPrimed, int yPrimed, int zPrimed)+ {+ int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed;++ hash *= 0x27d4eb2d;+ return hash;+ }+++ static float ValCoord(int seed, int xPrimed, int yPrimed)+ {+ int hash = Hash(seed, xPrimed, yPrimed);++ hash *= hash;+ hash ^= hash << 19;+ return hash * (1 / 2147483648.0f);+ }+++ static float ValCoord(int seed, int xPrimed, int yPrimed, int zPrimed)+ {+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);++ hash *= hash;+ hash ^= hash << 19;+ return hash * (1 / 2147483648.0f);+ }+++ float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const+ {+ int hash = Hash(seed, xPrimed, yPrimed);+ hash ^= hash >> 15;+ hash &= 127 << 1;++ float xg = Lookup<float>::Gradients2D[hash];+ float yg = Lookup<float>::Gradients2D[hash | 1];++ return xd * xg + yd * yg;+ }+++ float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const+ {+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);+ hash ^= hash >> 15;+ hash &= 63 << 2;++ float xg = Lookup<float>::Gradients3D[hash];+ float yg = Lookup<float>::Gradients3D[hash | 1];+ float zg = Lookup<float>::Gradients3D[hash | 2];++ return xd * xg + yd * yg + zd * zg;+ }+++ void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const+ {+ int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1);++ xo = Lookup<float>::RandVecs2D[hash];+ yo = Lookup<float>::RandVecs2D[hash | 1];+ }+++ void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const+ {+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);++ xo = Lookup<float>::RandVecs3D[hash];+ yo = Lookup<float>::RandVecs3D[hash | 1];+ zo = Lookup<float>::RandVecs3D[hash | 2];+ }+++ void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const+ {+ int hash = Hash(seed, xPrimed, yPrimed);+ int index1 = hash & (127 << 1);+ int index2 = (hash >> 7) & (255 << 1);++ float xg = Lookup<float>::Gradients2D[index1];+ float yg = Lookup<float>::Gradients2D[index1 | 1];+ float value = xd * xg + yd * yg;++ float xgo = Lookup<float>::RandVecs2D[index2];+ float ygo = Lookup<float>::RandVecs2D[index2 | 1];++ xo = value * xgo;+ yo = value * ygo;+ }+++ void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const+ {+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);+ int index1 = hash & (63 << 2);+ int index2 = (hash >> 6) & (255 << 2);++ float xg = Lookup<float>::Gradients3D[index1];+ float yg = Lookup<float>::Gradients3D[index1 | 1];+ float zg = Lookup<float>::Gradients3D[index1 | 2];+ float value = xd * xg + yd * yg + zd * zg;++ float xgo = Lookup<float>::RandVecs3D[index2];+ float ygo = Lookup<float>::RandVecs3D[index2 | 1];+ float zgo = Lookup<float>::RandVecs3D[index2 | 2];++ xo = value * xgo;+ yo = value * ygo;+ zo = value * zgo;+ }+++ // Generic noise gen++ template <typename FNfloat>+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const+ {+ switch (mNoiseType)+ {+ case NoiseType_OpenSimplex2:+ return SingleSimplex(seed, x, y);+ case NoiseType_OpenSimplex2S:+ return SingleOpenSimplex2S(seed, x, y);+ case NoiseType_Cellular:+ return SingleCellular(seed, x, y);+ case NoiseType_Perlin:+ return SinglePerlin(seed, x, y);+ case NoiseType_ValueCubic:+ return SingleValueCubic(seed, x, y);+ case NoiseType_Value:+ return SingleValue(seed, x, y);+ default:+ return 0;+ }+ }++ template <typename FNfloat>+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const+ {+ switch (mNoiseType)+ {+ case NoiseType_OpenSimplex2:+ return SingleOpenSimplex2(seed, x, y, z);+ case NoiseType_OpenSimplex2S:+ return SingleOpenSimplex2S(seed, x, y, z);+ case NoiseType_Cellular:+ return SingleCellular(seed, x, y, z);+ case NoiseType_Perlin:+ return SinglePerlin(seed, x, y, z);+ case NoiseType_ValueCubic:+ return SingleValueCubic(seed, x, y, z);+ case NoiseType_Value:+ return SingleValue(seed, x, y, z);+ default:+ return 0;+ }+ }+++ // Noise Coordinate Transforms (frequency, and possible skew or rotation)++ template <typename FNfloat>+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const+ {+ x *= mFrequency;+ y *= mFrequency;++ switch (mNoiseType)+ {+ case NoiseType_OpenSimplex2:+ case NoiseType_OpenSimplex2S:+ {+ const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059;+ const FNfloat F2 = 0.5f * (SQRT3 - 1);+ FNfloat t = (x + y) * F2;+ x += t;+ y += t;+ }+ break;+ default:+ break;+ }+ }++ template <typename FNfloat>+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const+ {+ x *= mFrequency;+ y *= mFrequency;+ z *= mFrequency;++ switch (mTransformType3D)+ {+ case TransformType3D_ImproveXYPlanes:+ {+ FNfloat xy = x + y;+ FNfloat s2 = xy * -(FNfloat)0.211324865405187;+ z *= (FNfloat)0.577350269189626;+ x += s2 - z;+ y = y + s2 - z;+ z += xy * (FNfloat)0.577350269189626;+ }+ break;+ case TransformType3D_ImproveXZPlanes:+ {+ FNfloat xz = x + z;+ FNfloat s2 = xz * -(FNfloat)0.211324865405187;+ y *= (FNfloat)0.577350269189626;+ x += s2 - y;+ z += s2 - y;+ y += xz * (FNfloat)0.577350269189626;+ }+ break;+ case TransformType3D_DefaultOpenSimplex2:+ {+ const FNfloat R3 = (FNfloat)(2.0 / 3.0);+ FNfloat r = (x + y + z) * R3; // Rotation, not skew+ x = r - x;+ y = r - y;+ z = r - z;+ }+ break;+ default:+ break;+ }+ }++ void UpdateTransformType3D()+ {+ switch (mRotationType3D)+ {+ case RotationType3D_ImproveXYPlanes:+ mTransformType3D = TransformType3D_ImproveXYPlanes;+ break;+ case RotationType3D_ImproveXZPlanes:+ mTransformType3D = TransformType3D_ImproveXZPlanes;+ break;+ default:+ switch (mNoiseType)+ {+ case NoiseType_OpenSimplex2:+ case NoiseType_OpenSimplex2S:+ mTransformType3D = TransformType3D_DefaultOpenSimplex2;+ break;+ default:+ mTransformType3D = TransformType3D_None;+ break;+ }+ break;+ }+ }+++ // Domain Warp Coordinate Transforms++ template <typename FNfloat>+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const+ {+ switch (mDomainWarpType)+ {+ case DomainWarpType_OpenSimplex2:+ case DomainWarpType_OpenSimplex2Reduced:+ {+ const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059;+ const FNfloat F2 = 0.5f * (SQRT3 - 1);+ FNfloat t = (x + y) * F2;+ x += t;+ y += t;+ }+ break;+ default:+ break;+ }+ }++ template <typename FNfloat>+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const+ {+ switch (mWarpTransformType3D)+ {+ case TransformType3D_ImproveXYPlanes:+ {+ FNfloat xy = x + y;+ FNfloat s2 = xy * -(FNfloat)0.211324865405187;+ z *= (FNfloat)0.577350269189626;+ x += s2 - z;+ y = y + s2 - z;+ z += xy * (FNfloat)0.577350269189626;+ }+ break;+ case TransformType3D_ImproveXZPlanes:+ {+ FNfloat xz = x + z;+ FNfloat s2 = xz * -(FNfloat)0.211324865405187;+ y *= (FNfloat)0.577350269189626;+ x += s2 - y;+ z += s2 - y;+ y += xz * (FNfloat)0.577350269189626;+ }+ break;+ case TransformType3D_DefaultOpenSimplex2:+ {+ const FNfloat R3 = (FNfloat)(2.0 / 3.0);+ FNfloat r = (x + y + z) * R3; // Rotation, not skew+ x = r - x;+ y = r - y;+ z = r - z;+ }+ break;+ default:+ break;+ }+ }++ void UpdateWarpTransformType3D()+ {+ switch (mRotationType3D)+ {+ case RotationType3D_ImproveXYPlanes:+ mWarpTransformType3D = TransformType3D_ImproveXYPlanes;+ break;+ case RotationType3D_ImproveXZPlanes:+ mWarpTransformType3D = TransformType3D_ImproveXZPlanes;+ break;+ default:+ switch (mDomainWarpType)+ {+ case DomainWarpType_OpenSimplex2:+ case DomainWarpType_OpenSimplex2Reduced:+ mWarpTransformType3D = TransformType3D_DefaultOpenSimplex2;+ break;+ default:+ mWarpTransformType3D = TransformType3D_None;+ break;+ }+ break;+ }+ }+++ // Fractal FBm++ template <typename FNfloat>+ float GenFractalFBm(FNfloat x, FNfloat y) const+ {+ int seed = mSeed;+ float sum = 0;+ float amp = mFractalBounding;++ for (int i = 0; i < mOctaves; i++)+ {+ float noise = GenNoiseSingle(seed++, x, y);+ sum += noise * amp;+ amp *= Lerp(1.0f, FastMin(noise + 1, 2) * 0.5f, mWeightedStrength);++ x *= mLacunarity;+ y *= mLacunarity;+ amp *= mGain;+ }++ return sum;+ }++ template <typename FNfloat>+ float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const+ {+ int seed = mSeed;+ float sum = 0;+ float amp = mFractalBounding;++ for (int i = 0; i < mOctaves; i++)+ {+ float noise = GenNoiseSingle(seed++, x, y, z);+ sum += noise * amp;+ amp *= Lerp(1.0f, (noise + 1) * 0.5f, mWeightedStrength);++ x *= mLacunarity;+ y *= mLacunarity;+ z *= mLacunarity;+ amp *= mGain;+ }++ return sum;+ }+++ // Fractal Ridged++ template <typename FNfloat>+ float GenFractalRidged(FNfloat x, FNfloat y) const+ {+ int seed = mSeed;+ float sum = 0;+ float amp = mFractalBounding;++ for (int i = 0; i < mOctaves; i++)+ {+ float noise = FastAbs(GenNoiseSingle(seed++, x, y));+ sum += (noise * -2 + 1) * amp;+ amp *= Lerp(1.0f, 1 - noise, mWeightedStrength);++ x *= mLacunarity;+ y *= mLacunarity;+ amp *= mGain;+ }++ return sum;+ }++ template <typename FNfloat>+ float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const+ {+ int seed = mSeed;+ float sum = 0;+ float amp = mFractalBounding;++ for (int i = 0; i < mOctaves; i++)+ {+ float noise = FastAbs(GenNoiseSingle(seed++, x, y, z));+ sum += (noise * -2 + 1) * amp;+ amp *= Lerp(1.0f, 1 - noise, mWeightedStrength);++ x *= mLacunarity;+ y *= mLacunarity;+ z *= mLacunarity;+ amp *= mGain;+ }++ return sum;+ }+++ // Fractal PingPong ++ template <typename FNfloat>+ float GenFractalPingPong(FNfloat x, FNfloat y) const+ {+ int seed = mSeed;+ float sum = 0;+ float amp = mFractalBounding;++ for (int i = 0; i < mOctaves; i++)+ {+ float noise = PingPong((GenNoiseSingle(seed++, x, y) + 1) * mPingPongStrength);+ sum += (noise - 0.5f) * 2 * amp;+ amp *= Lerp(1.0f, noise, mWeightedStrength);++ x *= mLacunarity;+ y *= mLacunarity;+ amp *= mGain;+ }++ return sum;+ }++ template <typename FNfloat>+ float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const+ {+ int seed = mSeed;+ float sum = 0;+ float amp = mFractalBounding;++ for (int i = 0; i < mOctaves; i++)+ {+ float noise = PingPong((GenNoiseSingle(seed++, x, y, z) + 1) * mPingPongStrength);+ sum += (noise - 0.5f) * 2 * amp;+ amp *= Lerp(1.0f, noise, mWeightedStrength);++ x *= mLacunarity;+ y *= mLacunarity;+ z *= mLacunarity;+ amp *= mGain;+ }++ return sum;+ }+++ // Simplex/OpenSimplex2 Noise++ template <typename FNfloat>+ float SingleSimplex(int seed, FNfloat x, FNfloat y) const+ {+ // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.++ const float SQRT3 = 1.7320508075688772935274463415059f;+ const float G2 = (3 - SQRT3) / 6;++ /*+ * --- Skew moved to TransformNoiseCoordinate method ---+ * const FNfloat F2 = 0.5f * (SQRT3 - 1);+ * FNfloat s = (x + y) * F2;+ * x += s; y += s;+ */++ int i = FastFloor(x);+ int j = FastFloor(y);+ float xi = (float)(x - i);+ float yi = (float)(y - j);++ float t = (xi + yi) * G2;+ float x0 = (float)(xi - t);+ float y0 = (float)(yi - t);++ i *= PrimeX;+ j *= PrimeY;++ float n0, n1, n2;++ float a = 0.5f - x0 * x0 - y0 * y0;+ if (a <= 0) n0 = 0;+ else+ {+ n0 = (a * a) * (a * a) * GradCoord(seed, i, j, x0, y0);+ }++ float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);+ if (c <= 0) n2 = 0;+ else+ {+ float x2 = x0 + (2 * (float)G2 - 1);+ float y2 = y0 + (2 * (float)G2 - 1);+ n2 = (c * c) * (c * c) * GradCoord(seed, i + PrimeX, j + PrimeY, x2, y2);+ }++ if (y0 > x0)+ {+ float x1 = x0 + (float)G2;+ float y1 = y0 + ((float)G2 - 1);+ float b = 0.5f - x1 * x1 - y1 * y1;+ if (b <= 0) n1 = 0;+ else+ {+ n1 = (b * b) * (b * b) * GradCoord(seed, i, j + PrimeY, x1, y1);+ }+ }+ else+ {+ float x1 = x0 + ((float)G2 - 1);+ float y1 = y0 + (float)G2;+ float b = 0.5f - x1 * x1 - y1 * y1;+ if (b <= 0) n1 = 0;+ else+ {+ n1 = (b * b) * (b * b) * GradCoord(seed, i + PrimeX, j, x1, y1);+ }+ }++ return (n0 + n1 + n2) * 99.83685446303647f;+ }++ template <typename FNfloat>+ float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const+ {+ // 3D OpenSimplex2 case uses two offset rotated cube grids.++ /*+ * --- Rotation moved to TransformNoiseCoordinate method ---+ * const FNfloat R3 = (FNfloat)(2.0 / 3.0);+ * FNfloat r = (x + y + z) * R3; // Rotation, not skew+ * x = r - x; y = r - y; z = r - z;+ */++ int i = FastRound(x);+ int j = FastRound(y);+ int k = FastRound(z);+ float x0 = (float)(x - i);+ float y0 = (float)(y - j);+ float z0 = (float)(z - k);++ int xNSign = (int)(-1.0f - x0) | 1;+ int yNSign = (int)(-1.0f - y0) | 1;+ int zNSign = (int)(-1.0f - z0) | 1;++ float ax0 = xNSign * -x0;+ float ay0 = yNSign * -y0;+ float az0 = zNSign * -z0;++ i *= PrimeX;+ j *= PrimeY;+ k *= PrimeZ;++ float value = 0;+ float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);++ for (int l = 0; ; l++)+ {+ if (a > 0)+ {+ value += (a * a) * (a * a) * GradCoord(seed, i, j, k, x0, y0, z0);+ }++ float b = a + 1;+ int i1 = i;+ int j1 = j;+ int k1 = k;+ float x1 = x0;+ float y1 = y0;+ float z1 = z0;++ if (ax0 >= ay0 && ax0 >= az0)+ {+ x1 += xNSign;+ b -= xNSign * 2 * x1;+ i1 -= xNSign * PrimeX;+ }+ else if (ay0 > ax0 && ay0 >= az0)+ {+ y1 += yNSign;+ b -= yNSign * 2 * y1;+ j1 -= yNSign * PrimeY;+ }+ else+ {+ z1 += zNSign;+ b -= zNSign * 2 * z1;+ k1 -= zNSign * PrimeZ;+ }++ if (b > 0)+ {+ value += (b * b) * (b * b) * GradCoord(seed, i1, j1, k1, x1, y1, z1);+ }++ if (l == 1) break;++ ax0 = 0.5f - ax0;+ ay0 = 0.5f - ay0;+ az0 = 0.5f - az0;++ x0 = xNSign * ax0;+ y0 = yNSign * ay0;+ z0 = zNSign * az0;++ a += (0.75f - ax0) - (ay0 + az0);++ i += (xNSign >> 1) & PrimeX;+ j += (yNSign >> 1) & PrimeY;+ k += (zNSign >> 1) & PrimeZ;++ xNSign = -xNSign;+ yNSign = -yNSign;+ zNSign = -zNSign;++ seed = ~seed;+ }++ return value * 32.69428253173828125f;+ }+++ // OpenSimplex2S Noise++ template <typename FNfloat>+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const+ {+ // 2D OpenSimplex2S case is a modified 2D simplex noise.++ const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059;+ const FNfloat G2 = (3 - SQRT3) / 6;++ /*+ * --- Skew moved to TransformNoiseCoordinate method ---+ * const FNfloat F2 = 0.5f * (SQRT3 - 1);+ * FNfloat s = (x + y) * F2;+ * x += s; y += s;+ */++ int i = FastFloor(x);+ int j = FastFloor(y);+ float xi = (float)(x - i);+ float yi = (float)(y - j);++ i *= PrimeX;+ j *= PrimeY;+ int i1 = i + PrimeX;+ int j1 = j + PrimeY;++ float t = (xi + yi) * (float)G2;+ float x0 = xi - t;+ float y0 = yi - t;++ float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0;+ float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, i, j, x0, y0);++ float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0);+ float x1 = x0 - (float)(1 - 2 * G2);+ float y1 = y0 - (float)(1 - 2 * G2);+ value += (a1 * a1) * (a1 * a1) * GradCoord(seed, i1, j1, x1, y1);++ // Nested conditionals were faster than compact bit logic/arithmetic.+ float xmyi = xi - yi;+ if (t > G2)+ {+ if (xi + xmyi > 1)+ {+ float x2 = x0 + (float)(3 * G2 - 2);+ float y2 = y0 + (float)(3 * G2 - 1);+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;+ if (a2 > 0)+ {+ value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + (PrimeX << 1), j + PrimeY, x2, y2);+ }+ }+ else+ {+ float x2 = x0 + (float)G2;+ float y2 = y0 + (float)(G2 - 1);+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;+ if (a2 > 0)+ {+ value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2);+ }+ }++ if (yi - xmyi > 1)+ {+ float x3 = x0 + (float)(3 * G2 - 1);+ float y3 = y0 + (float)(3 * G2 - 2);+ float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;+ if (a3 > 0)+ {+ value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j + (PrimeY << 1), x3, y3);+ }+ }+ else+ {+ float x3 = x0 + (float)(G2 - 1);+ float y3 = y0 + (float)G2;+ float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;+ if (a3 > 0)+ {+ value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j, x3, y3);+ }+ }+ }+ else+ {+ if (xi + xmyi < 0)+ {+ float x2 = x0 + (float)(1 - G2);+ float y2 = y0 - (float)G2;+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;+ if (a2 > 0)+ {+ value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i - PrimeX, j, x2, y2);+ }+ }+ else+ {+ float x2 = x0 + (float)(G2 - 1);+ float y2 = y0 + (float)G2;+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;+ if (a2 > 0)+ {+ value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + PrimeX, j, x2, y2);+ }+ }++ if (yi < xmyi)+ {+ float x2 = x0 - (float)G2;+ float y2 = y0 - (float)(G2 - 1);+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;+ if (a2 > 0)+ {+ value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j - PrimeY, x2, y2);+ }+ }+ else+ {+ float x2 = x0 + (float)G2;+ float y2 = y0 + (float)(G2 - 1);+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;+ if (a2 > 0)+ {+ value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2);+ }+ }+ }++ return value * 18.24196194486065f;+ }++ template <typename FNfloat>+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const+ {+ // 3D OpenSimplex2S case uses two offset rotated cube grids.++ /*+ * --- Rotation moved to TransformNoiseCoordinate method ---+ * const FNfloat R3 = (FNfloat)(2.0 / 3.0);+ * FNfloat r = (x + y + z) * R3; // Rotation, not skew+ * x = r - x; y = r - y; z = r - z;+ */++ int i = FastFloor(x);+ int j = FastFloor(y);+ int k = FastFloor(z);+ float xi = (float)(x - i);+ float yi = (float)(y - j);+ float zi = (float)(z - k);++ i *= PrimeX;+ j *= PrimeY;+ k *= PrimeZ;+ int seed2 = seed + 1293373;++ int xNMask = (int)(-0.5f - xi);+ int yNMask = (int)(-0.5f - yi);+ int zNMask = (int)(-0.5f - zi);++ float x0 = xi + xNMask;+ float y0 = yi + yNMask;+ float z0 = zi + zNMask;+ float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0;+ float value = (a0 * a0) * (a0 * a0) * GradCoord(seed,+ i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x0, y0, z0);++ float x1 = xi - 0.5f;+ float y1 = yi - 0.5f;+ float z1 = zi - 0.5f;+ float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1;+ value += (a1 * a1) * (a1 * a1) * GradCoord(seed2,+ i + PrimeX, j + PrimeY, k + PrimeZ, x1, y1, z1);++ float xAFlipMask0 = ((xNMask | 1) << 1) * x1;+ float yAFlipMask0 = ((yNMask | 1) << 1) * y1;+ float zAFlipMask0 = ((zNMask | 1) << 1) * z1;+ float xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0f;+ float yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0f;+ float zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0f;++ bool skip5 = false;+ float a2 = xAFlipMask0 + a0;+ if (a2 > 0)+ {+ float x2 = x0 - (xNMask | 1);+ float y2 = y0;+ float z2 = z0;+ value += (a2 * a2) * (a2 * a2) * GradCoord(seed,+ i + (~xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x2, y2, z2);+ }+ else+ {+ float a3 = yAFlipMask0 + zAFlipMask0 + a0;+ if (a3 > 0)+ {+ float x3 = x0;+ float y3 = y0 - (yNMask | 1);+ float z3 = z0 - (zNMask | 1);+ value += (a3 * a3) * (a3 * a3) * GradCoord(seed,+ i + (xNMask & PrimeX), j + (~yNMask & PrimeY), k + (~zNMask & PrimeZ), x3, y3, z3);+ }++ float a4 = xAFlipMask1 + a1;+ if (a4 > 0)+ {+ float x4 = (xNMask | 1) + x1;+ float y4 = y1;+ float z4 = z1;+ value += (a4 * a4) * (a4 * a4) * GradCoord(seed2,+ i + (xNMask & (PrimeX * 2)), j + PrimeY, k + PrimeZ, x4, y4, z4);+ skip5 = true;+ }+ }++ bool skip9 = false;+ float a6 = yAFlipMask0 + a0;+ if (a6 > 0)+ {+ float x6 = x0;+ float y6 = y0 - (yNMask | 1);+ float z6 = z0;+ value += (a6 * a6) * (a6 * a6) * GradCoord(seed,+ i + (xNMask & PrimeX), j + (~yNMask & PrimeY), k + (zNMask & PrimeZ), x6, y6, z6);+ }+ else+ {+ float a7 = xAFlipMask0 + zAFlipMask0 + a0;+ if (a7 > 0)+ {+ float x7 = x0 - (xNMask | 1);+ float y7 = y0;+ float z7 = z0 - (zNMask | 1);+ value += (a7 * a7) * (a7 * a7) * GradCoord(seed,+ i + (~xNMask & PrimeX), j + (yNMask & PrimeY), k + (~zNMask & PrimeZ), x7, y7, z7);+ }++ float a8 = yAFlipMask1 + a1;+ if (a8 > 0)+ {+ float x8 = x1;+ float y8 = (yNMask | 1) + y1;+ float z8 = z1;+ value += (a8 * a8) * (a8 * a8) * GradCoord(seed2,+ i + PrimeX, j + (yNMask & (PrimeY << 1)), k + PrimeZ, x8, y8, z8);+ skip9 = true;+ }+ }++ bool skipD = false;+ float aA = zAFlipMask0 + a0;+ if (aA > 0)+ {+ float xA = x0;+ float yA = y0;+ float zA = z0 - (zNMask | 1);+ value += (aA * aA) * (aA * aA) * GradCoord(seed,+ i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (~zNMask & PrimeZ), xA, yA, zA);+ }+ else+ {+ float aB = xAFlipMask0 + yAFlipMask0 + a0;+ if (aB > 0)+ {+ float xB = x0 - (xNMask | 1);+ float yB = y0 - (yNMask | 1);+ float zB = z0;+ value += (aB * aB) * (aB * aB) * GradCoord(seed,+ i + (~xNMask & PrimeX), j + (~yNMask & PrimeY), k + (zNMask & PrimeZ), xB, yB, zB);+ }++ float aC = zAFlipMask1 + a1;+ if (aC > 0)+ {+ float xC = x1;+ float yC = y1;+ float zC = (zNMask | 1) + z1;+ value += (aC * aC) * (aC * aC) * GradCoord(seed2,+ i + PrimeX, j + PrimeY, k + (zNMask & (PrimeZ << 1)), xC, yC, zC);+ skipD = true;+ }+ }++ if (!skip5)+ {+ float a5 = yAFlipMask1 + zAFlipMask1 + a1;+ if (a5 > 0)+ {+ float x5 = x1;+ float y5 = (yNMask | 1) + y1;+ float z5 = (zNMask | 1) + z1;+ value += (a5 * a5) * (a5 * a5) * GradCoord(seed2,+ i + PrimeX, j + (yNMask & (PrimeY << 1)), k + (zNMask & (PrimeZ << 1)), x5, y5, z5);+ }+ }++ if (!skip9)+ {+ float a9 = xAFlipMask1 + zAFlipMask1 + a1;+ if (a9 > 0)+ {+ float x9 = (xNMask | 1) + x1;+ float y9 = y1;+ float z9 = (zNMask | 1) + z1;+ value += (a9 * a9) * (a9 * a9) * GradCoord(seed2,+ i + (xNMask & (PrimeX * 2)), j + PrimeY, k + (zNMask & (PrimeZ << 1)), x9, y9, z9);+ }+ }++ if (!skipD)+ {+ float aD = xAFlipMask1 + yAFlipMask1 + a1;+ if (aD > 0)+ {+ float xD = (xNMask | 1) + x1;+ float yD = (yNMask | 1) + y1;+ float zD = z1;+ value += (aD * aD) * (aD * aD) * GradCoord(seed2,+ i + (xNMask & (PrimeX << 1)), j + (yNMask & (PrimeY << 1)), k + PrimeZ, xD, yD, zD);+ }+ }++ return value * 9.046026385208288f;+ }+++ // Cellular Noise++ template <typename FNfloat>+ float SingleCellular(int seed, FNfloat x, FNfloat y) const+ {+ int xr = FastRound(x);+ int yr = FastRound(y);++ float distance0 = 1e10f;+ float distance1 = 1e10f;+ int closestHash = 0;++ float cellularJitter = 0.43701595f * mCellularJitterModifier;++ int xPrimed = (xr - 1) * PrimeX;+ int yPrimedBase = (yr - 1) * PrimeY;++ switch (mCellularDistanceFunction)+ {+ default:+ case CellularDistanceFunction_Euclidean:+ case CellularDistanceFunction_EuclideanSq:+ for (int xi = xr - 1; xi <= xr + 1; xi++)+ {+ int yPrimed = yPrimedBase;++ for (int yi = yr - 1; yi <= yr + 1; yi++)+ {+ int hash = Hash(seed, xPrimed, yPrimed);+ int idx = hash & (255 << 1);++ float vecX = (float)(xi - x) + Lookup<float>::RandVecs2D[idx] * cellularJitter;+ float vecY = (float)(yi - y) + Lookup<float>::RandVecs2D[idx | 1] * cellularJitter;++ float newDistance = vecX * vecX + vecY * vecY;++ distance1 = FastMax(FastMin(distance1, newDistance), distance0);+ if (newDistance < distance0)+ {+ distance0 = newDistance;+ closestHash = hash;+ }+ yPrimed += PrimeY;+ }+ xPrimed += PrimeX;+ }+ break;+ case CellularDistanceFunction_Manhattan:+ for (int xi = xr - 1; xi <= xr + 1; xi++)+ {+ int yPrimed = yPrimedBase;++ for (int yi = yr - 1; yi <= yr + 1; yi++)+ {+ int hash = Hash(seed, xPrimed, yPrimed);+ int idx = hash & (255 << 1);++ float vecX = (float)(xi - x) + Lookup<float>::RandVecs2D[idx] * cellularJitter;+ float vecY = (float)(yi - y) + Lookup<float>::RandVecs2D[idx | 1] * cellularJitter;++ float newDistance = FastAbs(vecX) + FastAbs(vecY);++ distance1 = FastMax(FastMin(distance1, newDistance), distance0);+ if (newDistance < distance0)+ {+ distance0 = newDistance;+ closestHash = hash;+ }+ yPrimed += PrimeY;+ }+ xPrimed += PrimeX;+ }+ break;+ case CellularDistanceFunction_Hybrid:+ for (int xi = xr - 1; xi <= xr + 1; xi++)+ {+ int yPrimed = yPrimedBase;++ for (int yi = yr - 1; yi <= yr + 1; yi++)+ {+ int hash = Hash(seed, xPrimed, yPrimed);+ int idx = hash & (255 << 1);++ float vecX = (float)(xi - x) + Lookup<float>::RandVecs2D[idx] * cellularJitter;+ float vecY = (float)(yi - y) + Lookup<float>::RandVecs2D[idx | 1] * cellularJitter;++ float newDistance = (FastAbs(vecX) + FastAbs(vecY)) + (vecX * vecX + vecY * vecY);++ distance1 = FastMax(FastMin(distance1, newDistance), distance0);+ if (newDistance < distance0)+ {+ distance0 = newDistance;+ closestHash = hash;+ }+ yPrimed += PrimeY;+ }+ xPrimed += PrimeX;+ }+ break;+ }++ if (mCellularDistanceFunction == CellularDistanceFunction_Euclidean && mCellularReturnType >= CellularReturnType_Distance)+ {+ distance0 = FastSqrt(distance0);++ if (mCellularReturnType >= CellularReturnType_Distance2)+ {+ distance1 = FastSqrt(distance1);+ }+ }++ switch (mCellularReturnType)+ {+ case CellularReturnType_CellValue:+ return closestHash * (1 / 2147483648.0f);+ case CellularReturnType_Distance:+ return distance0 - 1;+ case CellularReturnType_Distance2:+ return distance1 - 1;+ case CellularReturnType_Distance2Add:+ return (distance1 + distance0) * 0.5f - 1;+ case CellularReturnType_Distance2Sub:+ return distance1 - distance0 - 1;+ case CellularReturnType_Distance2Mul:+ return distance1 * distance0 * 0.5f - 1;+ case CellularReturnType_Distance2Div:+ return distance0 / distance1 - 1;+ default:+ return 0;+ }+ }++ template <typename FNfloat>+ float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const+ {+ int xr = FastRound(x);+ int yr = FastRound(y);+ int zr = FastRound(z);++ float distance0 = 1e10f;+ float distance1 = 1e10f;+ int closestHash = 0;++ float cellularJitter = 0.39614353f * mCellularJitterModifier;++ int xPrimed = (xr - 1) * PrimeX;+ int yPrimedBase = (yr - 1) * PrimeY;+ int zPrimedBase = (zr - 1) * PrimeZ;++ switch (mCellularDistanceFunction)+ {+ case CellularDistanceFunction_Euclidean:+ case CellularDistanceFunction_EuclideanSq:+ for (int xi = xr - 1; xi <= xr + 1; xi++)+ {+ int yPrimed = yPrimedBase;++ for (int yi = yr - 1; yi <= yr + 1; yi++)+ {+ int zPrimed = zPrimedBase;++ for (int zi = zr - 1; zi <= zr + 1; zi++)+ {+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);+ int idx = hash & (255 << 2);++ float vecX = (float)(xi - x) + Lookup<float>::RandVecs3D[idx] * cellularJitter;+ float vecY = (float)(yi - y) + Lookup<float>::RandVecs3D[idx | 1] * cellularJitter;+ float vecZ = (float)(zi - z) + Lookup<float>::RandVecs3D[idx | 2] * cellularJitter;++ float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ;++ distance1 = FastMax(FastMin(distance1, newDistance), distance0);+ if (newDistance < distance0)+ {+ distance0 = newDistance;+ closestHash = hash;+ }+ zPrimed += PrimeZ;+ }+ yPrimed += PrimeY;+ }+ xPrimed += PrimeX;+ }+ break;+ case CellularDistanceFunction_Manhattan:+ for (int xi = xr - 1; xi <= xr + 1; xi++)+ {+ int yPrimed = yPrimedBase;++ for (int yi = yr - 1; yi <= yr + 1; yi++)+ {+ int zPrimed = zPrimedBase;++ for (int zi = zr - 1; zi <= zr + 1; zi++)+ {+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);+ int idx = hash & (255 << 2);++ float vecX = (float)(xi - x) + Lookup<float>::RandVecs3D[idx] * cellularJitter;+ float vecY = (float)(yi - y) + Lookup<float>::RandVecs3D[idx | 1] * cellularJitter;+ float vecZ = (float)(zi - z) + Lookup<float>::RandVecs3D[idx | 2] * cellularJitter;++ float newDistance = FastAbs(vecX) + FastAbs(vecY) + FastAbs(vecZ);++ distance1 = FastMax(FastMin(distance1, newDistance), distance0);+ if (newDistance < distance0)+ {+ distance0 = newDistance;+ closestHash = hash;+ }+ zPrimed += PrimeZ;+ }+ yPrimed += PrimeY;+ }+ xPrimed += PrimeX;+ }+ break;+ case CellularDistanceFunction_Hybrid:+ for (int xi = xr - 1; xi <= xr + 1; xi++)+ {+ int yPrimed = yPrimedBase;++ for (int yi = yr - 1; yi <= yr + 1; yi++)+ {+ int zPrimed = zPrimedBase;++ for (int zi = zr - 1; zi <= zr + 1; zi++)+ {+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);+ int idx = hash & (255 << 2);++ float vecX = (float)(xi - x) + Lookup<float>::RandVecs3D[idx] * cellularJitter;+ float vecY = (float)(yi - y) + Lookup<float>::RandVecs3D[idx | 1] * cellularJitter;+ float vecZ = (float)(zi - z) + Lookup<float>::RandVecs3D[idx | 2] * cellularJitter;++ float newDistance = (FastAbs(vecX) + FastAbs(vecY) + FastAbs(vecZ)) + (vecX * vecX + vecY * vecY + vecZ * vecZ);++ distance1 = FastMax(FastMin(distance1, newDistance), distance0);+ if (newDistance < distance0)+ {+ distance0 = newDistance;+ closestHash = hash;+ }+ zPrimed += PrimeZ;+ }+ yPrimed += PrimeY;+ }+ xPrimed += PrimeX;+ }+ break;+ default:+ break;+ }++ if (mCellularDistanceFunction == CellularDistanceFunction_Euclidean && mCellularReturnType >= CellularReturnType_Distance)+ {+ distance0 = FastSqrt(distance0);++ if (mCellularReturnType >= CellularReturnType_Distance2)+ {+ distance1 = FastSqrt(distance1);+ }+ }++ switch (mCellularReturnType)+ {+ case CellularReturnType_CellValue:+ return closestHash * (1 / 2147483648.0f);+ case CellularReturnType_Distance:+ return distance0 - 1;+ case CellularReturnType_Distance2:+ return distance1 - 1;+ case CellularReturnType_Distance2Add:+ return (distance1 + distance0) * 0.5f - 1;+ case CellularReturnType_Distance2Sub:+ return distance1 - distance0 - 1;+ case CellularReturnType_Distance2Mul:+ return distance1 * distance0 * 0.5f - 1;+ case CellularReturnType_Distance2Div:+ return distance0 / distance1 - 1;+ default:+ return 0;+ }+ }+++ // Perlin Noise++ template <typename FNfloat>+ float SinglePerlin(int seed, FNfloat x, FNfloat y) const+ {+ int x0 = FastFloor(x);+ int y0 = FastFloor(y);++ float xd0 = (float)(x - x0);+ float yd0 = (float)(y - y0);+ float xd1 = xd0 - 1;+ float yd1 = yd0 - 1;++ float xs = InterpQuintic(xd0);+ float ys = InterpQuintic(yd0);++ x0 *= PrimeX;+ y0 *= PrimeY;+ int x1 = x0 + PrimeX;+ int y1 = y0 + PrimeY;++ float xf0 = Lerp(GradCoord(seed, x0, y0, xd0, yd0), GradCoord(seed, x1, y0, xd1, yd0), xs);+ float xf1 = Lerp(GradCoord(seed, x0, y1, xd0, yd1), GradCoord(seed, x1, y1, xd1, yd1), xs);++ return Lerp(xf0, xf1, ys) * 1.4247691104677813f;+ }++ template <typename FNfloat>+ float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const+ {+ int x0 = FastFloor(x);+ int y0 = FastFloor(y);+ int z0 = FastFloor(z);++ float xd0 = (float)(x - x0);+ float yd0 = (float)(y - y0);+ float zd0 = (float)(z - z0);+ float xd1 = xd0 - 1;+ float yd1 = yd0 - 1;+ float zd1 = zd0 - 1;++ float xs = InterpQuintic(xd0);+ float ys = InterpQuintic(yd0);+ float zs = InterpQuintic(zd0);++ x0 *= PrimeX;+ y0 *= PrimeY;+ z0 *= PrimeZ;+ int x1 = x0 + PrimeX;+ int y1 = y0 + PrimeY;+ int z1 = z0 + PrimeZ;++ float xf00 = Lerp(GradCoord(seed, x0, y0, z0, xd0, yd0, zd0), GradCoord(seed, x1, y0, z0, xd1, yd0, zd0), xs);+ float xf10 = Lerp(GradCoord(seed, x0, y1, z0, xd0, yd1, zd0), GradCoord(seed, x1, y1, z0, xd1, yd1, zd0), xs);+ float xf01 = Lerp(GradCoord(seed, x0, y0, z1, xd0, yd0, zd1), GradCoord(seed, x1, y0, z1, xd1, yd0, zd1), xs);+ float xf11 = Lerp(GradCoord(seed, x0, y1, z1, xd0, yd1, zd1), GradCoord(seed, x1, y1, z1, xd1, yd1, zd1), xs);++ float yf0 = Lerp(xf00, xf10, ys);+ float yf1 = Lerp(xf01, xf11, ys);++ return Lerp(yf0, yf1, zs) * 0.964921414852142333984375f;+ }+++ // Value Cubic Noise++ template <typename FNfloat>+ float SingleValueCubic(int seed, FNfloat x, FNfloat y) const+ {+ int x1 = FastFloor(x);+ int y1 = FastFloor(y);++ float xs = (float)(x - x1);+ float ys = (float)(y - y1);++ x1 *= PrimeX;+ y1 *= PrimeY;+ int x0 = x1 - PrimeX;+ int y0 = y1 - PrimeY;+ int x2 = x1 + PrimeX;+ int y2 = y1 + PrimeY;+ int x3 = x1 + (int)((long)PrimeX << 1);+ int y3 = y1 + (int)((long)PrimeY << 1);++ return CubicLerp(+ CubicLerp(ValCoord(seed, x0, y0), ValCoord(seed, x1, y0), ValCoord(seed, x2, y0), ValCoord(seed, x3, y0),+ xs),+ CubicLerp(ValCoord(seed, x0, y1), ValCoord(seed, x1, y1), ValCoord(seed, x2, y1), ValCoord(seed, x3, y1),+ xs),+ CubicLerp(ValCoord(seed, x0, y2), ValCoord(seed, x1, y2), ValCoord(seed, x2, y2), ValCoord(seed, x3, y2),+ xs),+ CubicLerp(ValCoord(seed, x0, y3), ValCoord(seed, x1, y3), ValCoord(seed, x2, y3), ValCoord(seed, x3, y3),+ xs),+ ys) * (1 / (1.5f * 1.5f));+ }++ template <typename FNfloat>+ float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const+ {+ int x1 = FastFloor(x);+ int y1 = FastFloor(y);+ int z1 = FastFloor(z);++ float xs = (float)(x - x1);+ float ys = (float)(y - y1);+ float zs = (float)(z - z1);++ x1 *= PrimeX;+ y1 *= PrimeY;+ z1 *= PrimeZ;++ int x0 = x1 - PrimeX;+ int y0 = y1 - PrimeY;+ int z0 = z1 - PrimeZ;+ int x2 = x1 + PrimeX;+ int y2 = y1 + PrimeY;+ int z2 = z1 + PrimeZ;+ int x3 = x1 + (int)((long)PrimeX << 1);+ int y3 = y1 + (int)((long)PrimeY << 1);+ int z3 = z1 + (int)((long)PrimeZ << 1);+++ return CubicLerp(+ CubicLerp(+ CubicLerp(ValCoord(seed, x0, y0, z0), ValCoord(seed, x1, y0, z0), ValCoord(seed, x2, y0, z0), ValCoord(seed, x3, y0, z0), xs),+ CubicLerp(ValCoord(seed, x0, y1, z0), ValCoord(seed, x1, y1, z0), ValCoord(seed, x2, y1, z0), ValCoord(seed, x3, y1, z0), xs),+ CubicLerp(ValCoord(seed, x0, y2, z0), ValCoord(seed, x1, y2, z0), ValCoord(seed, x2, y2, z0), ValCoord(seed, x3, y2, z0), xs),+ CubicLerp(ValCoord(seed, x0, y3, z0), ValCoord(seed, x1, y3, z0), ValCoord(seed, x2, y3, z0), ValCoord(seed, x3, y3, z0), xs),+ ys),+ CubicLerp(+ CubicLerp(ValCoord(seed, x0, y0, z1), ValCoord(seed, x1, y0, z1), ValCoord(seed, x2, y0, z1), ValCoord(seed, x3, y0, z1), xs),+ CubicLerp(ValCoord(seed, x0, y1, z1), ValCoord(seed, x1, y1, z1), ValCoord(seed, x2, y1, z1), ValCoord(seed, x3, y1, z1), xs),+ CubicLerp(ValCoord(seed, x0, y2, z1), ValCoord(seed, x1, y2, z1), ValCoord(seed, x2, y2, z1), ValCoord(seed, x3, y2, z1), xs),+ CubicLerp(ValCoord(seed, x0, y3, z1), ValCoord(seed, x1, y3, z1), ValCoord(seed, x2, y3, z1), ValCoord(seed, x3, y3, z1), xs),+ ys),+ CubicLerp(+ CubicLerp(ValCoord(seed, x0, y0, z2), ValCoord(seed, x1, y0, z2), ValCoord(seed, x2, y0, z2), ValCoord(seed, x3, y0, z2), xs),+ CubicLerp(ValCoord(seed, x0, y1, z2), ValCoord(seed, x1, y1, z2), ValCoord(seed, x2, y1, z2), ValCoord(seed, x3, y1, z2), xs),+ CubicLerp(ValCoord(seed, x0, y2, z2), ValCoord(seed, x1, y2, z2), ValCoord(seed, x2, y2, z2), ValCoord(seed, x3, y2, z2), xs),+ CubicLerp(ValCoord(seed, x0, y3, z2), ValCoord(seed, x1, y3, z2), ValCoord(seed, x2, y3, z2), ValCoord(seed, x3, y3, z2), xs),+ ys),+ CubicLerp(+ CubicLerp(ValCoord(seed, x0, y0, z3), ValCoord(seed, x1, y0, z3), ValCoord(seed, x2, y0, z3), ValCoord(seed, x3, y0, z3), xs),+ CubicLerp(ValCoord(seed, x0, y1, z3), ValCoord(seed, x1, y1, z3), ValCoord(seed, x2, y1, z3), ValCoord(seed, x3, y1, z3), xs),+ CubicLerp(ValCoord(seed, x0, y2, z3), ValCoord(seed, x1, y2, z3), ValCoord(seed, x2, y2, z3), ValCoord(seed, x3, y2, z3), xs),+ CubicLerp(ValCoord(seed, x0, y3, z3), ValCoord(seed, x1, y3, z3), ValCoord(seed, x2, y3, z3), ValCoord(seed, x3, y3, z3), xs),+ ys),+ zs) * (1 / (1.5f * 1.5f * 1.5f));+ }+++ // Value Noise++ template <typename FNfloat>+ float SingleValue(int seed, FNfloat x, FNfloat y) const+ {+ int x0 = FastFloor(x);+ int y0 = FastFloor(y);++ float xs = InterpHermite((float)(x - x0));+ float ys = InterpHermite((float)(y - y0));++ x0 *= PrimeX;+ y0 *= PrimeY;+ int x1 = x0 + PrimeX;+ int y1 = y0 + PrimeY;++ float xf0 = Lerp(ValCoord(seed, x0, y0), ValCoord(seed, x1, y0), xs);+ float xf1 = Lerp(ValCoord(seed, x0, y1), ValCoord(seed, x1, y1), xs);++ return Lerp(xf0, xf1, ys);+ }++ template <typename FNfloat>+ float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const+ {+ int x0 = FastFloor(x);+ int y0 = FastFloor(y);+ int z0 = FastFloor(z);++ float xs = InterpHermite((float)(x - x0));+ float ys = InterpHermite((float)(y - y0));+ float zs = InterpHermite((float)(z - z0));++ x0 *= PrimeX;+ y0 *= PrimeY;+ z0 *= PrimeZ;+ int x1 = x0 + PrimeX;+ int y1 = y0 + PrimeY;+ int z1 = z0 + PrimeZ;++ float xf00 = Lerp(ValCoord(seed, x0, y0, z0), ValCoord(seed, x1, y0, z0), xs);+ float xf10 = Lerp(ValCoord(seed, x0, y1, z0), ValCoord(seed, x1, y1, z0), xs);+ float xf01 = Lerp(ValCoord(seed, x0, y0, z1), ValCoord(seed, x1, y0, z1), xs);+ float xf11 = Lerp(ValCoord(seed, x0, y1, z1), ValCoord(seed, x1, y1, z1), xs);++ float yf0 = Lerp(xf00, xf10, ys);+ float yf1 = Lerp(xf01, xf11, ys);++ return Lerp(yf0, yf1, zs);+ }+++ // Domain Warp++ template <typename FNfloat>+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const+ {+ switch (mDomainWarpType)+ {+ case DomainWarpType_OpenSimplex2:+ SingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, xr, yr, false);+ break;+ case DomainWarpType_OpenSimplex2Reduced:+ SingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, xr, yr, true);+ break;+ case DomainWarpType_BasicGrid:+ SingleDomainWarpBasicGrid(seed, amp, freq, x, y, xr, yr);+ break;+ }+ }++ template <typename FNfloat>+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const+ {+ switch (mDomainWarpType)+ {+ case DomainWarpType_OpenSimplex2:+ SingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, xr, yr, zr, false);+ break;+ case DomainWarpType_OpenSimplex2Reduced:+ SingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, xr, yr, zr, true);+ break;+ case DomainWarpType_BasicGrid:+ SingleDomainWarpBasicGrid(seed, amp, freq, x, y, z, xr, yr, zr);+ break;+ }+ }+++ // Domain Warp Single Wrapper++ template <typename FNfloat>+ void DomainWarpSingle(FNfloat& x, FNfloat& y) const+ {+ int seed = mSeed;+ float amp = mDomainWarpAmp * mFractalBounding;+ float freq = mFrequency;++ FNfloat xs = x;+ FNfloat ys = y;+ TransformDomainWarpCoordinate(xs, ys);++ DoSingleDomainWarp(seed, amp, freq, xs, ys, x, y);+ }++ template <typename FNfloat>+ void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const+ {+ int seed = mSeed;+ float amp = mDomainWarpAmp * mFractalBounding;+ float freq = mFrequency;++ FNfloat xs = x;+ FNfloat ys = y;+ FNfloat zs = z;+ TransformDomainWarpCoordinate(xs, ys, zs);++ DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, x, y, z);+ }+++ // Domain Warp Fractal Progressive++ template <typename FNfloat>+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const+ {+ int seed = mSeed;+ float amp = mDomainWarpAmp * mFractalBounding;+ float freq = mFrequency;++ for (int i = 0; i < mOctaves; i++)+ {+ FNfloat xs = x;+ FNfloat ys = y;+ TransformDomainWarpCoordinate(xs, ys);++ DoSingleDomainWarp(seed, amp, freq, xs, ys, x, y);++ seed++;+ amp *= mGain;+ freq *= mLacunarity;+ }+ }++ template <typename FNfloat>+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const+ {+ int seed = mSeed;+ float amp = mDomainWarpAmp * mFractalBounding;+ float freq = mFrequency;++ for (int i = 0; i < mOctaves; i++)+ {+ FNfloat xs = x;+ FNfloat ys = y;+ FNfloat zs = z;+ TransformDomainWarpCoordinate(xs, ys, zs);++ DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, x, y, z);++ seed++;+ amp *= mGain;+ freq *= mLacunarity;+ }+ }+++ // Domain Warp Fractal Independant++ template <typename FNfloat>+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const+ {+ FNfloat xs = x;+ FNfloat ys = y;+ TransformDomainWarpCoordinate(xs, ys);++ int seed = mSeed;+ float amp = mDomainWarpAmp * mFractalBounding;+ float freq = mFrequency;++ for (int i = 0; i < mOctaves; i++)+ {+ DoSingleDomainWarp(seed, amp, freq, xs, ys, x, y);++ seed++;+ amp *= mGain;+ freq *= mLacunarity;+ }+ }++ template <typename FNfloat>+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const+ {+ FNfloat xs = x;+ FNfloat ys = y;+ FNfloat zs = z;+ TransformDomainWarpCoordinate(xs, ys, zs);++ int seed = mSeed;+ float amp = mDomainWarpAmp * mFractalBounding;+ float freq = mFrequency;++ for (int i = 0; i < mOctaves; i++)+ {+ DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, x, y, z);++ seed++;+ amp *= mGain;+ freq *= mLacunarity;+ }+ }+++ // Domain Warp Basic Grid++ template <typename FNfloat>+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const+ {+ FNfloat xf = x * frequency;+ FNfloat yf = y * frequency;++ int x0 = FastFloor(xf);+ int y0 = FastFloor(yf);++ float xs = InterpHermite((float)(xf - x0));+ float ys = InterpHermite((float)(yf - y0));++ x0 *= PrimeX;+ y0 *= PrimeY;+ int x1 = x0 + PrimeX;+ int y1 = y0 + PrimeY;++ int hash0 = Hash(seed, x0, y0) & (255 << 1);+ int hash1 = Hash(seed, x1, y0) & (255 << 1);++ float lx0x = Lerp(Lookup<float>::RandVecs2D[hash0], Lookup<float>::RandVecs2D[hash1], xs);+ float ly0x = Lerp(Lookup<float>::RandVecs2D[hash0 | 1], Lookup<float>::RandVecs2D[hash1 | 1], xs);++ hash0 = Hash(seed, x0, y1) & (255 << 1);+ hash1 = Hash(seed, x1, y1) & (255 << 1);++ float lx1x = Lerp(Lookup<float>::RandVecs2D[hash0], Lookup<float>::RandVecs2D[hash1], xs);+ float ly1x = Lerp(Lookup<float>::RandVecs2D[hash0 | 1], Lookup<float>::RandVecs2D[hash1 | 1], xs);++ xr += Lerp(lx0x, lx1x, ys) * warpAmp;+ yr += Lerp(ly0x, ly1x, ys) * warpAmp;+ }++ template <typename FNfloat>+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const+ {+ FNfloat xf = x * frequency;+ FNfloat yf = y * frequency;+ FNfloat zf = z * frequency;++ int x0 = FastFloor(xf);+ int y0 = FastFloor(yf);+ int z0 = FastFloor(zf);++ float xs = InterpHermite((float)(xf - x0));+ float ys = InterpHermite((float)(yf - y0));+ float zs = InterpHermite((float)(zf - z0));++ x0 *= PrimeX;+ y0 *= PrimeY;+ z0 *= PrimeZ;+ int x1 = x0 + PrimeX;+ int y1 = y0 + PrimeY;+ int z1 = z0 + PrimeZ;++ int hash0 = Hash(seed, x0, y0, z0) & (255 << 2);+ int hash1 = Hash(seed, x1, y0, z0) & (255 << 2);++ float lx0x = Lerp(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs);+ float ly0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs);+ float lz0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::RandVecs3D[hash1 | 2], xs);++ hash0 = Hash(seed, x0, y1, z0) & (255 << 2);+ hash1 = Hash(seed, x1, y1, z0) & (255 << 2);++ float lx1x = Lerp(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs);+ float ly1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs);+ float lz1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::RandVecs3D[hash1 | 2], xs);++ float lx0y = Lerp(lx0x, lx1x, ys);+ float ly0y = Lerp(ly0x, ly1x, ys);+ float lz0y = Lerp(lz0x, lz1x, ys);++ hash0 = Hash(seed, x0, y0, z1) & (255 << 2);+ hash1 = Hash(seed, x1, y0, z1) & (255 << 2);++ lx0x = Lerp(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs);+ ly0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs);+ lz0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::RandVecs3D[hash1 | 2], xs);++ hash0 = Hash(seed, x0, y1, z1) & (255 << 2);+ hash1 = Hash(seed, x1, y1, z1) & (255 << 2);++ lx1x = Lerp(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs);+ ly1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs);+ lz1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::RandVecs3D[hash1 | 2], xs);++ xr += Lerp(lx0y, Lerp(lx0x, lx1x, ys), zs) * warpAmp;+ yr += Lerp(ly0y, Lerp(ly0x, ly1x, ys), zs) * warpAmp;+ zr += Lerp(lz0y, Lerp(lz0x, lz1x, ys), zs) * warpAmp;+ }+++ // Domain Warp Simplex/OpenSimplex2++ template <typename FNfloat>+ void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const+ {+ const float SQRT3 = 1.7320508075688772935274463415059f;+ const float G2 = (3 - SQRT3) / 6;++ x *= frequency;+ y *= frequency;++ /*+ * --- Skew moved to TransformNoiseCoordinate method ---+ * const FNfloat F2 = 0.5f * (SQRT3 - 1);+ * FNfloat s = (x + y) * F2;+ * x += s; y += s;+ */++ int i = FastFloor(x);+ int j = FastFloor(y);+ float xi = (float)(x - i);+ float yi = (float)(y - j);++ float t = (xi + yi) * G2;+ float x0 = (float)(xi - t);+ float y0 = (float)(yi - t);++ i *= PrimeX;+ j *= PrimeY;++ float vx, vy;+ vx = vy = 0;++ float a = 0.5f - x0 * x0 - y0 * y0;+ if (a > 0)+ {+ float aaaa = (a * a) * (a * a);+ float xo, yo;+ if (outGradOnly)+ GradCoordOut(seed, i, j, xo, yo);+ else+ GradCoordDual(seed, i, j, x0, y0, xo, yo);+ vx += aaaa * xo;+ vy += aaaa * yo;+ }++ float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);+ if (c > 0)+ {+ float x2 = x0 + (2 * (float)G2 - 1);+ float y2 = y0 + (2 * (float)G2 - 1);+ float cccc = (c * c) * (c * c);+ float xo, yo;+ if (outGradOnly)+ GradCoordOut(seed, i + PrimeX, j + PrimeY, xo, yo);+ else+ GradCoordDual(seed, i + PrimeX, j + PrimeY, x2, y2, xo, yo);+ vx += cccc * xo;+ vy += cccc * yo;+ }++ if (y0 > x0)+ {+ float x1 = x0 + (float)G2;+ float y1 = y0 + ((float)G2 - 1);+ float b = 0.5f - x1 * x1 - y1 * y1;+ if (b > 0)+ {+ float bbbb = (b * b) * (b * b);+ float xo, yo;+ if (outGradOnly)+ GradCoordOut(seed, i, j + PrimeY, xo, yo);+ else+ GradCoordDual(seed, i, j + PrimeY, x1, y1, xo, yo);+ vx += bbbb * xo;+ vy += bbbb * yo;+ }+ }+ else+ {+ float x1 = x0 + ((float)G2 - 1);+ float y1 = y0 + (float)G2;+ float b = 0.5f - x1 * x1 - y1 * y1;+ if (b > 0)+ {+ float bbbb = (b * b) * (b * b);+ float xo, yo;+ if (outGradOnly)+ GradCoordOut(seed, i + PrimeX, j, xo, yo);+ else+ GradCoordDual(seed, i + PrimeX, j, x1, y1, xo, yo);+ vx += bbbb * xo;+ vy += bbbb * yo;+ }+ }++ xr += vx * warpAmp;+ yr += vy * warpAmp;+ }++ template <typename FNfloat>+ void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const+ {+ x *= frequency;+ y *= frequency;+ z *= frequency;++ /*+ * --- Rotation moved to TransformDomainWarpCoordinate method ---+ * const FNfloat R3 = (FNfloat)(2.0 / 3.0);+ * FNfloat r = (x + y + z) * R3; // Rotation, not skew+ * x = r - x; y = r - y; z = r - z;+ */++ int i = FastRound(x);+ int j = FastRound(y);+ int k = FastRound(z);+ float x0 = (float)x - i;+ float y0 = (float)y - j;+ float z0 = (float)z - k;++ int xNSign = (int)(-x0 - 1.0f) | 1;+ int yNSign = (int)(-y0 - 1.0f) | 1;+ int zNSign = (int)(-z0 - 1.0f) | 1;++ float ax0 = xNSign * -x0;+ float ay0 = yNSign * -y0;+ float az0 = zNSign * -z0;++ i *= PrimeX;+ j *= PrimeY;+ k *= PrimeZ;++ float vx, vy, vz;+ vx = vy = vz = 0;++ float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);+ for (int l = 0; l < 2; l++)+ {+ if (a > 0)+ {+ float aaaa = (a * a) * (a * a);+ float xo, yo, zo;+ if (outGradOnly)+ GradCoordOut(seed, i, j, k, xo, yo, zo);+ else+ GradCoordDual(seed, i, j, k, x0, y0, z0, xo, yo, zo);+ vx += aaaa * xo;+ vy += aaaa * yo;+ vz += aaaa * zo;+ }++ float b = a + 1;+ int i1 = i;+ int j1 = j;+ int k1 = k;+ float x1 = x0;+ float y1 = y0;+ float z1 = z0;++ if (ax0 >= ay0 && ax0 >= az0)+ {+ x1 += xNSign;+ b -= xNSign * 2 * x1;+ i1 -= xNSign * PrimeX;+ }+ else if (ay0 > ax0 && ay0 >= az0)+ {+ y1 += yNSign;+ b -= yNSign * 2 * y1;+ j1 -= yNSign * PrimeY;+ }+ else+ {+ z1 += zNSign;+ b -= zNSign * 2 * z1;+ k1 -= zNSign * PrimeZ;+ }++ if (b > 0)+ {+ float bbbb = (b * b) * (b * b);+ float xo, yo, zo;+ if (outGradOnly)+ GradCoordOut(seed, i1, j1, k1, xo, yo, zo);+ else+ GradCoordDual(seed, i1, j1, k1, x1, y1, z1, xo, yo, zo);+ vx += bbbb * xo;+ vy += bbbb * yo;+ vz += bbbb * zo;+ }++ if (l == 1) break;++ ax0 = 0.5f - ax0;+ ay0 = 0.5f - ay0;+ az0 = 0.5f - az0;++ x0 = xNSign * ax0;+ y0 = yNSign * ay0;+ z0 = zNSign * az0;++ a += (0.75f - ax0) - (ay0 + az0);++ i += (xNSign >> 1) & PrimeX;+ j += (yNSign >> 1) & PrimeY;+ k += (zNSign >> 1) & PrimeZ;++ xNSign = -xNSign;+ yNSign = -yNSign;+ zNSign = -zNSign;++ seed += 1293373;+ }++ xr += vx * warpAmp;+ yr += vy * warpAmp;+ zr += vz * warpAmp;+ }+};++template <>+struct FastNoiseLite::Arguments_must_be_floating_point_values<float> {};+template <>+struct FastNoiseLite::Arguments_must_be_floating_point_values<double> {};+template <>+struct FastNoiseLite::Arguments_must_be_floating_point_values<long double> {};++template <typename T>+const T FastNoiseLite::Lookup<T>::Gradients2D[] =+{+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,+ 0.38268343236509f, 0.923879532511287f, 0.923879532511287f, 0.38268343236509f, 0.923879532511287f, -0.38268343236509f, 0.38268343236509f, -0.923879532511287f,+ -0.38268343236509f, -0.923879532511287f, -0.923879532511287f, -0.38268343236509f, -0.923879532511287f, 0.38268343236509f, -0.38268343236509f, 0.923879532511287f,+};++template <typename T>+const T FastNoiseLite::Lookup<T>::RandVecs2D[] =+{+ -0.2700222198f, -0.9628540911f, 0.3863092627f, -0.9223693152f, 0.04444859006f, -0.999011673f, -0.5992523158f, -0.8005602176f, -0.7819280288f, 0.6233687174f, 0.9464672271f, 0.3227999196f, -0.6514146797f, -0.7587218957f, 0.9378472289f, 0.347048376f,+ -0.8497875957f, -0.5271252623f, -0.879042592f, 0.4767432447f, -0.892300288f, -0.4514423508f, -0.379844434f, -0.9250503802f, -0.9951650832f, 0.0982163789f, 0.7724397808f, -0.6350880136f, 0.7573283322f, -0.6530343002f, -0.9928004525f, -0.119780055f,+ -0.0532665713f, 0.9985803285f, 0.9754253726f, -0.2203300762f, -0.7665018163f, 0.6422421394f, 0.991636706f, 0.1290606184f, -0.994696838f, 0.1028503788f, -0.5379205513f, -0.84299554f, 0.5022815471f, -0.8647041387f, 0.4559821461f, -0.8899889226f,+ -0.8659131224f, -0.5001944266f, 0.0879458407f, -0.9961252577f, -0.5051684983f, 0.8630207346f, 0.7753185226f, -0.6315704146f, -0.6921944612f, 0.7217110418f, -0.5191659449f, -0.8546734591f, 0.8978622882f, -0.4402764035f, -0.1706774107f, 0.9853269617f,+ -0.9353430106f, -0.3537420705f, -0.9992404798f, 0.03896746794f, -0.2882064021f, -0.9575683108f, -0.9663811329f, 0.2571137995f, -0.8759714238f, -0.4823630009f, -0.8303123018f, -0.5572983775f, 0.05110133755f, -0.9986934731f, -0.8558373281f, -0.5172450752f,+ 0.09887025282f, 0.9951003332f, 0.9189016087f, 0.3944867976f, -0.2439375892f, -0.9697909324f, -0.8121409387f, -0.5834613061f, -0.9910431363f, 0.1335421355f, 0.8492423985f, -0.5280031709f, -0.9717838994f, -0.2358729591f, 0.9949457207f, 0.1004142068f,+ 0.6241065508f, -0.7813392434f, 0.662910307f, 0.7486988212f, -0.7197418176f, 0.6942418282f, -0.8143370775f, -0.5803922158f, 0.104521054f, -0.9945226741f, -0.1065926113f, -0.9943027784f, 0.445799684f, -0.8951327509f, 0.105547406f, 0.9944142724f,+ -0.992790267f, 0.1198644477f, -0.8334366408f, 0.552615025f, 0.9115561563f, -0.4111755999f, 0.8285544909f, -0.5599084351f, 0.7217097654f, -0.6921957921f, 0.4940492677f, -0.8694339084f, -0.3652321272f, -0.9309164803f, -0.9696606758f, 0.2444548501f,+ 0.08925509731f, -0.996008799f, 0.5354071276f, -0.8445941083f, -0.1053576186f, 0.9944343981f, -0.9890284586f, 0.1477251101f, 0.004856104961f, 0.9999882091f, 0.9885598478f, 0.1508291331f, 0.9286129562f, -0.3710498316f, -0.5832393863f, -0.8123003252f,+ 0.3015207509f, 0.9534596146f, -0.9575110528f, 0.2883965738f, 0.9715802154f, -0.2367105511f, 0.229981792f, 0.9731949318f, 0.955763816f, -0.2941352207f, 0.740956116f, 0.6715534485f, -0.9971513787f, -0.07542630764f, 0.6905710663f, -0.7232645452f,+ -0.290713703f, -0.9568100872f, 0.5912777791f, -0.8064679708f, -0.9454592212f, -0.325740481f, 0.6664455681f, 0.74555369f, 0.6236134912f, 0.7817328275f, 0.9126993851f, -0.4086316587f, -0.8191762011f, 0.5735419353f, -0.8812745759f, -0.4726046147f,+ 0.9953313627f, 0.09651672651f, 0.9855650846f, -0.1692969699f, -0.8495980887f, 0.5274306472f, 0.6174853946f, -0.7865823463f, 0.8508156371f, 0.52546432f, 0.9985032451f, -0.05469249926f, 0.1971371563f, -0.9803759185f, 0.6607855748f, -0.7505747292f,+ -0.03097494063f, 0.9995201614f, -0.6731660801f, 0.739491331f, -0.7195018362f, -0.6944905383f, 0.9727511689f, 0.2318515979f, 0.9997059088f, -0.0242506907f, 0.4421787429f, -0.8969269532f, 0.9981350961f, -0.061043673f, -0.9173660799f, -0.3980445648f,+ -0.8150056635f, -0.5794529907f, -0.8789331304f, 0.4769450202f, 0.0158605829f, 0.999874213f, -0.8095464474f, 0.5870558317f, -0.9165898907f, -0.3998286786f, -0.8023542565f, 0.5968480938f, -0.5176737917f, 0.8555780767f, -0.8154407307f, -0.5788405779f,+ 0.4022010347f, -0.9155513791f, -0.9052556868f, -0.4248672045f, 0.7317445619f, 0.6815789728f, -0.5647632201f, -0.8252529947f, -0.8403276335f, -0.5420788397f, -0.9314281527f, 0.363925262f, 0.5238198472f, 0.8518290719f, 0.7432803869f, -0.6689800195f,+ -0.985371561f, -0.1704197369f, 0.4601468731f, 0.88784281f, 0.825855404f, 0.5638819483f, 0.6182366099f, 0.7859920446f, 0.8331502863f, -0.553046653f, 0.1500307506f, 0.9886813308f, -0.662330369f, -0.7492119075f, -0.668598664f, 0.743623444f,+ 0.7025606278f, 0.7116238924f, -0.5419389763f, -0.8404178401f, -0.3388616456f, 0.9408362159f, 0.8331530315f, 0.5530425174f, -0.2989720662f, -0.9542618632f, 0.2638522993f, 0.9645630949f, 0.124108739f, -0.9922686234f, -0.7282649308f, -0.6852956957f,+ 0.6962500149f, 0.7177993569f, -0.9183535368f, 0.3957610156f, -0.6326102274f, -0.7744703352f, -0.9331891859f, -0.359385508f, -0.1153779357f, -0.9933216659f, 0.9514974788f, -0.3076565421f, -0.08987977445f, -0.9959526224f, 0.6678496916f, 0.7442961705f,+ 0.7952400393f, -0.6062947138f, -0.6462007402f, -0.7631674805f, -0.2733598753f, 0.9619118351f, 0.9669590226f, -0.254931851f, -0.9792894595f, 0.2024651934f, -0.5369502995f, -0.8436138784f, -0.270036471f, -0.9628500944f, -0.6400277131f, 0.7683518247f,+ -0.7854537493f, -0.6189203566f, 0.06005905383f, -0.9981948257f, -0.02455770378f, 0.9996984141f, -0.65983623f, 0.751409442f, -0.6253894466f, -0.7803127835f, -0.6210408851f, -0.7837781695f, 0.8348888491f, 0.5504185768f, -0.1592275245f, 0.9872419133f,+ 0.8367622488f, 0.5475663786f, -0.8675753916f, -0.4973056806f, -0.2022662628f, -0.9793305667f, 0.9399189937f, 0.3413975472f, 0.9877404807f, -0.1561049093f, -0.9034455656f, 0.4287028224f, 0.1269804218f, -0.9919052235f, -0.3819600854f, 0.924178821f,+ 0.9754625894f, 0.2201652486f, -0.3204015856f, -0.9472818081f, -0.9874760884f, 0.1577687387f, 0.02535348474f, -0.9996785487f, 0.4835130794f, -0.8753371362f, -0.2850799925f, -0.9585037287f, -0.06805516006f, -0.99768156f, -0.7885244045f, -0.6150034663f,+ 0.3185392127f, -0.9479096845f, 0.8880043089f, 0.4598351306f, 0.6476921488f, -0.7619021462f, 0.9820241299f, 0.1887554194f, 0.9357275128f, -0.3527237187f, -0.8894895414f, 0.4569555293f, 0.7922791302f, 0.6101588153f, 0.7483818261f, 0.6632681526f,+ -0.7288929755f, -0.6846276581f, 0.8729032783f, -0.4878932944f, 0.8288345784f, 0.5594937369f, 0.08074567077f, 0.9967347374f, 0.9799148216f, -0.1994165048f, -0.580730673f, -0.8140957471f, -0.4700049791f, -0.8826637636f, 0.2409492979f, 0.9705377045f,+ 0.9437816757f, -0.3305694308f, -0.8927998638f, -0.4504535528f, -0.8069622304f, 0.5906030467f, 0.06258973166f, 0.9980393407f, -0.9312597469f, 0.3643559849f, 0.5777449785f, 0.8162173362f, -0.3360095855f, -0.941858566f, 0.697932075f, -0.7161639607f,+ -0.002008157227f, -0.9999979837f, -0.1827294312f, -0.9831632392f, -0.6523911722f, 0.7578824173f, -0.4302626911f, -0.9027037258f, -0.9985126289f, -0.05452091251f, -0.01028102172f, -0.9999471489f, -0.4946071129f, 0.8691166802f, -0.2999350194f, 0.9539596344f,+ 0.8165471961f, 0.5772786819f, 0.2697460475f, 0.962931498f, -0.7306287391f, -0.6827749597f, -0.7590952064f, -0.6509796216f, -0.907053853f, 0.4210146171f, -0.5104861064f, -0.8598860013f, 0.8613350597f, 0.5080373165f, 0.5007881595f, -0.8655698812f,+ -0.654158152f, 0.7563577938f, -0.8382755311f, -0.545246856f, 0.6940070834f, 0.7199681717f, 0.06950936031f, 0.9975812994f, 0.1702942185f, -0.9853932612f, 0.2695973274f, 0.9629731466f, 0.5519612192f, -0.8338697815f, 0.225657487f, -0.9742067022f,+ 0.4215262855f, -0.9068161835f, 0.4881873305f, -0.8727388672f, -0.3683854996f, -0.9296731273f, -0.9825390578f, 0.1860564427f, 0.81256471f, 0.5828709909f, 0.3196460933f, -0.9475370046f, 0.9570913859f, 0.2897862643f, -0.6876655497f, -0.7260276109f,+ -0.9988770922f, -0.047376731f, -0.1250179027f, 0.992154486f, -0.8280133617f, 0.560708367f, 0.9324863769f, -0.3612051451f, 0.6394653183f, 0.7688199442f, -0.01623847064f, -0.9998681473f, -0.9955014666f, -0.09474613458f, -0.81453315f, 0.580117012f,+ 0.4037327978f, -0.9148769469f, 0.9944263371f, 0.1054336766f, -0.1624711654f, 0.9867132919f, -0.9949487814f, -0.100383875f, -0.6995302564f, 0.7146029809f, 0.5263414922f, -0.85027327f, -0.5395221479f, 0.841971408f, 0.6579370318f, 0.7530729462f,+ 0.01426758847f, -0.9998982128f, -0.6734383991f, 0.7392433447f, 0.639412098f, -0.7688642071f, 0.9211571421f, 0.3891908523f, -0.146637214f, -0.9891903394f, -0.782318098f, 0.6228791163f, -0.5039610839f, -0.8637263605f, -0.7743120191f, -0.6328039957f,+};++template <typename T>+const T FastNoiseLite::Lookup<T>::Gradients3D[] =+{+ 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0,+ 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0,+ 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0,+ 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0,+ 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0,+ 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0,+ 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0,+ 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0,+ 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0,+ 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0,+ 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0,+ 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0,+ 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0,+ 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0,+ 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0,+ 1, 1, 0, 0, 0,-1, 1, 0, -1, 1, 0, 0, 0,-1,-1, 0+};++template <typename T>+const T FastNoiseLite::Lookup<T>::RandVecs3D[] =+{+ -0.7292736885f, -0.6618439697f, 0.1735581948f, 0, 0.790292081f, -0.5480887466f, -0.2739291014f, 0, 0.7217578935f, 0.6226212466f, -0.3023380997f, 0, 0.565683137f, -0.8208298145f, -0.0790000257f, 0, 0.760049034f, -0.5555979497f, -0.3370999617f, 0, 0.3713945616f, 0.5011264475f, 0.7816254623f, 0, -0.1277062463f, -0.4254438999f, -0.8959289049f, 0, -0.2881560924f, -0.5815838982f, 0.7607405838f, 0,+ 0.5849561111f, -0.662820239f, -0.4674352136f, 0, 0.3307171178f, 0.0391653737f, 0.94291689f, 0, 0.8712121778f, -0.4113374369f, -0.2679381538f, 0, 0.580981015f, 0.7021915846f, 0.4115677815f, 0, 0.503756873f, 0.6330056931f, -0.5878203852f, 0, 0.4493712205f, 0.601390195f, 0.6606022552f, 0, -0.6878403724f, 0.09018890807f, -0.7202371714f, 0, -0.5958956522f, -0.6469350577f, 0.475797649f, 0,+ -0.5127052122f, 0.1946921978f, -0.8361987284f, 0, -0.9911507142f, -0.05410276466f, -0.1212153153f, 0, -0.2149721042f, 0.9720882117f, -0.09397607749f, 0, -0.7518650936f, -0.5428057603f, 0.3742469607f, 0, 0.5237068895f, 0.8516377189f, -0.02107817834f, 0, 0.6333504779f, 0.1926167129f, -0.7495104896f, 0, -0.06788241606f, 0.3998305789f, 0.9140719259f, 0, -0.5538628599f, -0.4729896695f, -0.6852128902f, 0,+ -0.7261455366f, -0.5911990757f, 0.3509933228f, 0, -0.9229274737f, -0.1782808786f, 0.3412049336f, 0, -0.6968815002f, 0.6511274338f, 0.3006480328f, 0, 0.9608044783f, -0.2098363234f, -0.1811724921f, 0, 0.06817146062f, -0.9743405129f, 0.2145069156f, 0, -0.3577285196f, -0.6697087264f, -0.6507845481f, 0, -0.1868621131f, 0.7648617052f, -0.6164974636f, 0, -0.6541697588f, 0.3967914832f, 0.6439087246f, 0,+ 0.6993340405f, -0.6164538506f, 0.3618239211f, 0, -0.1546665739f, 0.6291283928f, 0.7617583057f, 0, -0.6841612949f, -0.2580482182f, -0.6821542638f, 0, 0.5383980957f, 0.4258654885f, 0.7271630328f, 0, -0.5026987823f, -0.7939832935f, -0.3418836993f, 0, 0.3202971715f, 0.2834415347f, 0.9039195862f, 0, 0.8683227101f, -0.0003762656404f, -0.4959995258f, 0, 0.791120031f, -0.08511045745f, 0.6057105799f, 0,+ -0.04011016052f, -0.4397248749f, 0.8972364289f, 0, 0.9145119872f, 0.3579346169f, -0.1885487608f, 0, -0.9612039066f, -0.2756484276f, 0.01024666929f, 0, 0.6510361721f, -0.2877799159f, -0.7023778346f, 0, -0.2041786351f, 0.7365237271f, 0.644859585f, 0, -0.7718263711f, 0.3790626912f, 0.5104855816f, 0, -0.3060082741f, -0.7692987727f, 0.5608371729f, 0, 0.454007341f, -0.5024843065f, 0.7357899537f, 0,+ 0.4816795475f, 0.6021208291f, -0.6367380315f, 0, 0.6961980369f, -0.3222197429f, 0.641469197f, 0, -0.6532160499f, -0.6781148932f, 0.3368515753f, 0, 0.5089301236f, -0.6154662304f, -0.6018234363f, 0, -0.1635919754f, -0.9133604627f, -0.372840892f, 0, 0.52408019f, -0.8437664109f, 0.1157505864f, 0, 0.5902587356f, 0.4983817807f, -0.6349883666f, 0, 0.5863227872f, 0.494764745f, 0.6414307729f, 0,+ 0.6779335087f, 0.2341345225f, 0.6968408593f, 0, 0.7177054546f, -0.6858979348f, 0.120178631f, 0, -0.5328819713f, 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0.316302472f, -0.1639543925f, 0, -0.1016836419f, -0.8057303073f, -0.5834887393f, 0,+ -0.6529238969f, 0.50602126f, -0.5635892736f, 0, -0.2465286165f, -0.9668205684f, -0.06694497494f, 0, -0.9776897119f, -0.2099250524f, -0.007368825344f, 0, 0.7736893337f, 0.5734244712f, 0.2694238123f, 0, -0.6095087895f, 0.4995678998f, 0.6155736747f, 0, 0.5794535482f, 0.7434546771f, 0.3339292269f, 0, -0.8226211154f, 0.08142581855f, 0.5627293636f, 0, -0.510385483f, 0.4703667658f, 0.7199039967f, 0,+ -0.5764971849f, -0.07231656274f, -0.8138926898f, 0, 0.7250628871f, 0.3949971505f, -0.5641463116f, 0, -0.1525424005f, 0.4860840828f, -0.8604958341f, 0, -0.5550976208f, -0.4957820792f, 0.667882296f, 0, -0.1883614327f, 0.9145869398f, 0.357841725f, 0, 0.7625556724f, -0.5414408243f, -0.3540489801f, 0, -0.5870231946f, -0.3226498013f, -0.7424963803f, 0, 0.3051124198f, 0.2262544068f, -0.9250488391f, 0,+ 0.6379576059f, 0.577242424f, -0.5097070502f, 0, -0.5966775796f, 0.1454852398f, -0.7891830656f, 0, -0.658330573f, 0.6555487542f, -0.3699414651f, 0, 0.7434892426f, 0.2351084581f, 0.6260573129f, 0, 0.5562114096f, 0.8264360377f, -0.0873632843f, 0, -0.3028940016f, -0.8251527185f, 0.4768419182f, 0, 0.1129343818f, -0.985888439f, -0.1235710781f, 0, 0.5937652891f, -0.5896813806f, 0.5474656618f, 0,+ 0.6757964092f, -0.5835758614f, -0.4502648413f, 0, 0.7242302609f, -0.1152719764f, 0.6798550586f, 0, -0.9511914166f, 0.0753623979f, -0.2992580792f, 0, 0.2539470961f, -0.1886339355f, 0.9486454084f, 0, 0.571433621f, -0.1679450851f, -0.8032795685f, 0, -0.06778234979f, 0.3978269256f, 0.9149531629f, 0, 0.6074972649f, 0.733060024f, -0.3058922593f, 0, -0.5435478392f, 0.1675822484f, 0.8224791405f, 0,+ -0.5876678086f, -0.3380045064f, -0.7351186982f, 0, -0.7967562402f, 0.04097822706f, -0.6029098428f, 0, -0.1996350917f, 0.8706294745f, 0.4496111079f, 0, -0.02787660336f, -0.9106232682f, -0.4122962022f, 0, -0.7797625996f, -0.6257634692f, 0.01975775581f, 0, -0.5211232846f, 0.7401644346f, -0.4249554471f, 0, 0.8575424857f, 0.4053272873f, -0.3167501783f, 0, 0.1045223322f, 0.8390195772f, -0.5339674439f, 0,+ 0.3501822831f, 0.9242524096f, -0.1520850155f, 0, 0.1987849858f, 0.07647613266f, 0.9770547224f, 0, 0.7845996363f, 0.6066256811f, -0.1280964233f, 0, 0.09006737436f, -0.9750989929f, -0.2026569073f, 0, -0.8274343547f, -0.542299559f, 0.1458203587f, 0, -0.3485797732f, -0.415802277f, 0.840000362f, 0, -0.2471778936f, -0.7304819962f, -0.6366310879f, 0, -0.3700154943f, 0.8577948156f, 0.3567584454f, 0,+ 0.5913394901f, -0.548311967f, -0.5913303597f, 0, 0.1204873514f, -0.7626472379f, -0.6354935001f, 0, 0.616959265f, 0.03079647928f, 0.7863922953f, 0, 0.1258156836f, -0.6640829889f, -0.7369967419f, 0, -0.6477565124f, -0.1740147258f, -0.7417077429f, 0, 0.6217889313f, -0.7804430448f, -0.06547655076f, 0, 0.6589943422f, -0.6096987708f, 0.4404473475f, 0, -0.2689837504f, -0.6732403169f, -0.6887635427f, 0,+ -0.3849775103f, 0.5676542638f, 0.7277093879f, 0, 0.5754444408f, 0.8110471154f, -0.1051963504f, 0, 0.9141593684f, 0.3832947817f, 0.131900567f, 0, -0.107925319f, 0.9245493968f, 0.3654593525f, 0, 0.377977089f, 0.3043148782f, 0.8743716458f, 0, -0.2142885215f, -0.8259286236f, 0.5214617324f, 0, 0.5802544474f, 0.4148098596f, -0.7008834116f, 0, -0.1982660881f, 0.8567161266f, -0.4761596756f, 0,+ -0.03381553704f, 0.3773180787f, -0.9254661404f, 0, -0.6867922841f, -0.6656597827f, 0.2919133642f, 0, 0.7731742607f, -0.2875793547f, -0.5652430251f, 0, -0.09655941928f, 0.9193708367f, -0.3813575004f, 0, 0.2715702457f, -0.9577909544f, -0.09426605581f, 0, 0.2451015704f, -0.6917998565f, -0.6792188003f, 0, 0.977700782f, -0.1753855374f, 0.1155036542f, 0, -0.5224739938f, 0.8521606816f, 0.02903615945f, 0,+ -0.7734880599f, -0.5261292347f, 0.3534179531f, 0, -0.7134492443f, -0.269547243f, 0.6467878011f, 0, 0.1644037271f, 0.5105846203f, -0.8439637196f, 0, 0.6494635788f, 0.05585611296f, 0.7583384168f, 0, -0.4711970882f, 0.5017280509f, -0.7254255765f, 0, -0.6335764307f, -0.2381686273f, -0.7361091029f, 0, -0.9021533097f, 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-0.6128307303f, 0, -0.9896071041f, 0.1365639107f, -0.04503418428f, 0,+ -0.6154342638f, -0.6440875597f, 0.4543037336f, 0, 0.1074204368f, -0.7946340692f, 0.5975094525f, 0, -0.3595449969f, -0.8885529948f, 0.28495784f, 0, -0.2180405296f, 0.1529888965f, 0.9638738118f, 0, -0.7277432317f, -0.6164050508f, -0.3007234646f, 0, 0.7249729114f, -0.00669719484f, 0.6887448187f, 0, -0.5553659455f, -0.5336586252f, 0.6377908264f, 0, 0.5137558015f, 0.7976208196f, -0.3160000073f, 0,+ -0.3794024848f, 0.9245608561f, -0.03522751494f, 0, 0.8229248658f, 0.2745365933f, -0.4974176556f, 0, -0.5404114394f, 0.6091141441f, 0.5804613989f, 0, 0.8036581901f, -0.2703029469f, 0.5301601931f, 0, 0.6044318879f, 0.6832968393f, 0.4095943388f, 0, 0.06389988817f, 0.9658208605f, -0.2512108074f, 0, 0.1087113286f, 0.7402471173f, -0.6634877936f, 0, -0.713427712f, -0.6926784018f, 0.1059128479f, 0,+ 0.6458897819f, -0.5724548511f, -0.5050958653f, 0, -0.6553931414f, 0.7381471625f, 0.159995615f, 0, 0.3910961323f, 0.9188871375f, -0.05186755998f, 0, -0.4879022471f, -0.5904376907f, 0.6429111375f, 0, 0.6014790094f, 0.7707441366f, -0.2101820095f, 0, -0.5677173047f, 0.7511360995f, 0.3368851762f, 0, 0.7858573506f, 0.226674665f, 0.5753666838f, 0, -0.4520345543f, -0.604222686f, -0.6561857263f, 0,+ 0.002272116345f, 0.4132844051f, -0.9105991643f, 0, -0.5815751419f, -0.5162925989f, 0.6286591339f, 0, -0.03703704785f, 0.8273785755f, 0.5604221175f, 0, -0.5119692504f, 0.7953543429f, -0.3244980058f, 0, -0.2682417366f, -0.9572290247f, -0.1084387619f, 0, -0.2322482736f, -0.9679131102f, -0.09594243324f, 0, 0.3554328906f, -0.8881505545f, 0.2913006227f, 0, 0.7346520519f, -0.4371373164f, 0.5188422971f, 0,+ 0.9985120116f, 0.04659011161f, -0.02833944577f, 0, -0.3727687496f, -0.9082481361f, 0.1900757285f, 0, 0.91737377f, -0.3483642108f, 0.1925298489f, 0, 0.2714911074f, 0.4147529736f, -0.8684886582f, 0, 0.5131763485f, -0.7116334161f, 0.4798207128f, 0, -0.8737353606f, 0.18886992f, -0.4482350644f, 0, 0.8460043821f, -0.3725217914f, 0.3814499973f, 0, 0.8978727456f, -0.1780209141f, -0.4026575304f, 0,+ 0.2178065647f, -0.9698322841f, -0.1094789531f, 0, -0.1518031304f, -0.7788918132f, -0.6085091231f, 0, -0.2600384876f, -0.4755398075f, -0.8403819825f, 0, 0.572313509f, -0.7474340931f, -0.3373418503f, 0, -0.7174141009f, 0.1699017182f, -0.6756111411f, 0, -0.684180784f, 0.02145707593f, -0.7289967412f, 0, -0.2007447902f, 0.06555605789f, -0.9774476623f, 0, -0.1148803697f, -0.8044887315f, 0.5827524187f, 0,+ -0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0+};++#endif
+ bench/fnl-compare/fnl_bench_shim.cpp view
@@ -0,0 +1,54 @@+// Bulk-loop shim over the vendored FastNoiseLite.h (./cbits/FastNoiseLite.h)+// to provide a fair comparison to FNL.+//+// Sticking the loop in C++ should prevent FFI overhead from skewing results. +// Unsafe calls should have double-digit nanosecond overhead, so the signal from +// the bench itself should dominate.+//+// tasty-bench handles timing and statistics; simpler and less numerically fraught +// than trying to cross-compare Google benchmark to tasty/criterion.+//+// This should be compiled the way a user would build FNL: -O3 -march=native. We+// want to give C++ every edge it can have for a meaningful comparison.+//+// NOTE: noiseType convention is:+// 0=OpenSimplex2 +// 1=OpenSimplex2S +// 2=Cellular +// 3=Perlin +// 4=ValueCubic +// 5=Value+#include "FastNoiseLite.h"++static FastNoiseLite mk(int noiseType, int seed, float freq) {+ FastNoiseLite fnl(seed);+ fnl.SetNoiseType(static_cast<FastNoiseLite::NoiseType>(noiseType));+ // pure-noise's loop multiplies every coordinate by a runtime k; FNL pays+ // the same multiply here via mFrequency.+ fnl.SetFrequency(freq);+ if (noiseType == 2) { // match audit-bench: Euclidean distance, Distance result+ fnl.SetCellularDistanceFunction(FastNoiseLite::CellularDistanceFunction_Euclidean);+ fnl.SetCellularReturnType(FastNoiseLite::CellularReturnType_Distance);+ }+ return fnl;+}++extern "C" {++float fnl_bench_sum2(int noiseType, int seed, float freq, int n,+ const float* __restrict xs, const float* __restrict ys) {+ FastNoiseLite fnl = mk(noiseType, seed, freq);+ float acc = 0.0f;+ for (int i = 0; i < n; i++) acc += fnl.GetNoise(xs[i], ys[i]);+ return acc;+}++float fnl_bench_sum3(int noiseType, int seed, float freq, int n,+ const float* __restrict xs, const float* __restrict ys, const float* __restrict zs) {+ FastNoiseLite fnl = mk(noiseType, seed, freq);+ float acc = 0.0f;+ for (int i = 0; i < n; i++) acc += fnl.GetNoise(xs[i], ys[i], zs[i]);+ return acc;+}++} // extern "C"
pure-noise.cabal view
@@ -1,43 +1,85 @@ cabal-version: 2.2 --- This file has been generated from package.yaml by hpack version 0.37.0.+-- This file has been generated from package.yaml by hpack version 0.39.6. -- -- see: https://github.com/sol/hpack name: pure-noise-version: 0.1.0.1-synopsis: Performant, modern noise generation for Haskell with minimal dependencies. Based on FastNoiseLite.-description: Please see the README on GitHub at <https://github.com/jtnuttall/pure-noise#readme>+version: 0.2.2.0+synopsis: Performant, modern noise generation (Perlin, OpenSimplex2, Cellular)+description: Fast, modern noise generation In pure Haskell with an algebraic interface.+ Provides Perlin, OpenSimplex2, OpenSimplex2S, Value, and Cellular noise variants. category: Math, Numeric, Noise homepage: https://github.com/jtnuttall/pure-noise#readme bug-reports: https://github.com/jtnuttall/pure-noise/issues author: Jeremy Nuttall maintainer: jeremy@jeremy-nuttall.com-copyright: 2024 Jeremy Nuttall+copyright: 2026 Jeremy Nuttall license: BSD-3-Clause license-file: LICENSE build-type: Simple+tested-with:+ GHC == 9.6.7+ , GHC == 9.8.4+ , GHC == 9.12.2 extra-source-files: README.md+ LICENSE+ LICENSE_FastNoiseLite+ bench/fnl-compare/cbits/FastNoiseLite.h+extra-doc-files: CHANGELOG.md source-repository head type: git location: https://github.com/jtnuttall/pure-noise +flag llvm-bench+ description: Build the benchmark suites via GHC's LLVM backend with a pinned toolchain+ (-fllvm, -pgmlo opt, -pgmlc llc, -pgmlas clang) plus -mavx -mfma and fast+ FP contraction in llc (-optlc-fp-contract=fast). Requires opt/llc/clang+ on PATH (LLVM <= 19 for GHC 9.12) and GHC >= 9.10 (for -pgmlas). Off by+ default so `cabal build --enable-benchmarks` works on machines and CI+ runners without LLVM. Published benchmark numbers are collected with this+ flag on; see bench/README.md.+ manual: True+ default: False++flag mavx+ description: Compile with AVX instructions+ manual: True+ default: False++flag mfma+ description: Compile with native fused-multiply-add instructions+ manual: True+ default: False++flag optimize+ description: Turns on -O2 for pure-noise. Since the library is pretty small, this shouldn't be+ too much trouble, but you can disable this flag if it's slowing your builds too+ much.+ .+ Rationale:+ - -O1 leaves ~3x on the table for tight noise loops in downstream code.+ - -O2 seems to produce higher-quality unfoldings, which in turn causes pure-noise's+ kernels to inline and optimize more reliably at call sites.+ manual: True+ default: True+ library exposed-modules: Numeric.Noise Numeric.Noise.Cellular Numeric.Noise.Fractal- Numeric.Noise.Internal- Numeric.Noise.Internal.Math Numeric.Noise.OpenSimplex Numeric.Noise.Perlin Numeric.Noise.SuperSimplex Numeric.Noise.Value Numeric.Noise.ValueCubic other-modules:+ Numeric.Noise.Internal+ Numeric.Noise.Internal.Math Paths_pure_noise autogen-modules: Paths_pure_noise@@ -45,31 +87,58 @@ src ghc-options: -Wall -Wcompat -Widentities -Wincomplete-record-updates -Wincomplete-uni-patterns -Wmissing-export-lists -Wmissing-home-modules -Wpartial-fields -Wredundant-constraints build-depends:- base >=4.7 && <5- , vector <=0.14+ base >=4.16 && <5+ , primitive >=0.8 && <0.10 default-language: GHC2021+ if flag(optimize)+ ghc-options: -O2+ if flag(mfma)+ ghc-options: -mfma+ cpp-options: -DHAS_FMA+ if flag(mavx)+ ghc-options: -mavx+ cpp-options: -DHAS_AVX test-suite pure-noise-test type: exitcode-stdio-1.0 main-is: Driver.hs other-modules:+ CellularSpec+ FractalSpec+ Golden.Util Noise2Spec Noise3Spec+ OpenSimplexSpec PerlinSpec+ SuperSimplexSpec+ TotalitySpec+ ValueCubicSpec+ ValueSpec Paths_pure_noise autogen-modules: Paths_pure_noise hs-source-dirs: test ghc-options: -Wall -Wcompat -Widentities -Wincomplete-record-updates -Wincomplete-uni-patterns -Wmissing-export-lists -Wmissing-home-modules -Wpartial-fields -Wredundant-constraints -Wno-missing-export-lists -threaded -rtsopts -with-rtsopts=-N+ build-tool-depends:+ tasty-discover:tasty-discover build-depends:- base >=4.7 && <5+ JuicyPixels ==3.3.*+ , aeson >=2.0 && <2.3+ , aeson-pretty+ , base >=4.16 && <5+ , bytestring+ , directory+ , filepath+ , massiv >=1.0 && <2.0+ , primitive >=0.8 && <0.10 , pure-noise , tasty- , tasty-discover+ , tasty-golden , tasty-hunit , tasty-quickcheck- , vector <=0.14+ , text+ , typed-process default-language: GHC2021 benchmark pure-noise-bench@@ -82,13 +151,53 @@ Paths_pure_noise hs-source-dirs: bench- ghc-options: -Wall -Wcompat -Widentities -Wincomplete-record-updates -Wincomplete-uni-patterns -Wmissing-export-lists -Wmissing-home-modules -Wpartial-fields -Wredundant-constraints -threaded -rtsopts -with-rtsopts=-N +RTS -A32m --nonmoving-gc -T -RTS -O2 -optc-O3 -fproc-alignment=64 -fsimpl-tick-factor=1000+ ghc-options: -Wall -Wcompat -Widentities -Wincomplete-record-updates -Wincomplete-uni-patterns -Wmissing-export-lists -Wmissing-home-modules -Wpartial-fields -Wredundant-constraints -threaded -rtsopts "-with-rtsopts=-N -A32m -T" -O2 -fsimpl-tick-factor=1000 build-depends:- base >=4.7 && <5+ base >=4.16 && <5 , deepseq- , mwc-random+ , massiv >=1.0 && <2.0+ , primitive >=0.8 && <0.10 , pure-noise+ , random , tasty , tasty-bench- , vector <=0.14+ , vector >=0.12 && <0.14 default-language: GHC2021+ if flag(llvm-bench)+ ghc-options: -fllvm -pgmlo opt -pgmlc llc -pgmlas clang -mavx -mfma -optlc-fp-contract=fast++benchmark pure-noise-fnl-bench+ type: exitcode-stdio-1.0+ main-is: FnlBench.hs+ other-modules:+ Paths_pure_noise+ autogen-modules:+ Paths_pure_noise+ hs-source-dirs:+ bench/fnl-compare+ ghc-options: -Wall -Wcompat -Widentities -Wincomplete-record-updates -Wincomplete-uni-patterns -Wmissing-export-lists -Wmissing-home-modules -Wpartial-fields -Wredundant-constraints -threaded -rtsopts "-with-rtsopts=-A64m -T" -O2 -fsimpl-tick-factor=1000+ cxx-options: -O3 -std=c++14 -ffp-contract=fast -fstrict-overflow+ include-dirs:+ bench/fnl-compare/cbits+ cxx-sources:+ bench/fnl-compare/fnl_bench_shim.cpp+ build-depends:+ base >=4.16 && <5+ , mtl >=2.1 && <2.4+ , primitive >=0.8 && <0.10+ , pure-noise+ , splitmix ==0.1.*+ , tasty+ , tasty-bench >=0.4 && <0.6+ , vector >=0.12 && <0.14+ default-language: GHC2021+ if flag(llvm-bench)+ ghc-options: -fllvm -pgmlo opt -pgmlc llc -pgmlas clang -mavx -mfma -optlc-fp-contract=fast+ if arch(x86_64)+ cxx-options: -march=x86-64-v3+ if os(darwin)+ extra-libraries:+ c+++ else+ extra-libraries:+ stdc++
src/Numeric/Noise.hs view
@@ -1,112 +1,288 @@+{-# LANGUAGE DataKinds #-} {-# LANGUAGE Strict #-} -- | -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com> -- Stability : experimental+--+-- Performant noise generation with composable noise functions.+--+-- Noise functions are built on a unified 'Noise' type that abstracts over+-- the seed and coordinate parameters. 'Noise2' and 'Noise3' are convenient+-- type aliases for 2D and 3D noise. These can be composed algebraically+-- with minimal performance overhead.+--+-- Noise values are generally clamped to @[-1, 1]@, although some noise+-- functions may occasionally produce values slightly outside this range.+--+-- == Basic Usage+--+-- Generate 2D Perlin noise:+--+-- @+-- import Numeric.Noise qualified as Noise+--+-- myNoise :: Noise.Seed -> Float -> Float -> Float+-- myNoise = Noise.noise2At Noise.perlin2+-- @+--+-- Compose multiple noise functions:+--+-- @+-- combined :: (RealFrac a) => Noise.Noise2 a+-- combined = (Noise.perlin2 + Noise.superSimplex2) / 2+--+-- myNoise2 :: Noise.Seed -> Float -> Float -> Float+-- myNoise2 = Noise.noise2At combined+-- @+--+-- Apply fractal Brownian motion:+--+-- @+-- fbm :: (RealFrac a) => Noise.Noise2 a+-- fbm = Noise.fractal2 Noise.defaultFractalConfig Noise.perlin2+-- @+--+-- == Advanced Features+--+-- Generate 1D noise by slicing higher-dimensional noise:+--+-- @+-- noise1d :: Noise.Noise1 Float+-- noise1d = Noise.sliceY2 0.5 Noise.perlin2+--+-- evaluate :: Float -> Float+-- evaluate = Noise.noise1At noise1d 0+-- @+--+-- Transform coordinates with 'warp':+--+-- @+-- scaledAndLayered :: Noise.Noise2 Float+-- scaledAndLayered =+-- Noise.warp (\\(x, y) -> (x * 2, y * 2)) Noise.perlin2+-- + fmap (* 0.5) Noise.perlin2+-- @+--+-- Layer independent noise with 'reseed' or 'next2':+--+-- @+-- layered :: Noise.Noise2 Float+-- layered = (Noise.perlin2 + Noise.next2 Noise.perlin2) \/ 2+-- @+--+-- == Coordinate domain+--+-- Coordinates are supported on the Int32 lattice range (@|x| < 2^31@; in+-- practice 'Float' precision runs out well before that).+--+-- The OpenSimplex2\/2S family first rotates coordinates into its lattice domain,+-- which shrinks its usable range by the rotation factor — up to ~1.73x, so roughly+-- @|x| < 1.2e9@.+--+-- Outside those domains, or for non-finite inputs, results are unspecified.+--+-- This behavior mirrors FastNoiseLite, but may change in a future major version. module Numeric.Noise (- -- * Noise functions+ -- * Noise - -- ** Noise functions- module NoiseTypes,+ --++ -- | 'Noise1', 'Noise2', and 'Noise3' are type aliases for 1D, 2D, and 3D noise+ -- functions built on the unified 'Noise' type. They can be evaluated with+ -- 'noise1At', 'noise2At', and 'noise3At' respectively.+ --+ -- 'Seed' is a 'Data.Word.Word64' value used for deterministic noise generation.+ Noise,+ Noise1,+ Noise1',+ Noise2,+ Noise2',+ Noise3,+ Noise3',+ Seed,++ -- * Accessors+ noise1At, noise2At, noise3At, - -- ** 2D Noise- cellular2,+ -- * Noise functions++ -- ** Perlin+ perlin2,+ perlin3,++ -- ** OpenSimplex openSimplex2,+ openSimplex3,++ -- ** OpenSimplex2S superSimplex2,- perlin2,+ superSimplex3,++ -- ** Cellular+ cellular2,+ cellular3,++ -- *** Configuration+ CellularConfig (..),+ defaultCellularConfig,+ CellularDistanceFn (..),+ CellularResult (..),++ -- ** Value value2, valueCubic2,-- -- ** 3D Noise- perlin3, value3, valueCubic3, - -- * Noise manipulation+ -- ** Constant fields+ const2,+ const3, - -- ** Math utility functions- module NoiseUtility,+ -- * Noise alteration - -- ** Fractal Brownian Motion- module Fractal,+ -- ** Altering values+ remap, - -- ** Cellular noise configuration- module Cellular,-) where+ -- ** Altering parameters+ warp,+ reseed,+ next2,+ next3, -import Numeric.Noise.Cellular as Cellular (- CellularConfig (..),- CellularDistanceFn (..),- CellularResult (..),- defaultCellularConfig,- )-import Numeric.Noise.Cellular qualified as Cellular-import Numeric.Noise.Fractal as Fractal-import Numeric.Noise.Internal-import Numeric.Noise.Internal as NoiseTypes (- Noise2,- Noise3,- Seed,- )-import Numeric.Noise.Internal as NoiseUtility (+ -- ** Slicing (projecting)+ sliceX2,+ sliceX3,+ sliceY2,+ sliceY3,+ sliceZ3,++ -- * Fractals++ --++ -- | Fractal noise combines multiple octaves at different frequencies and+ -- amplitudes to create natural-looking, multi-scale patterns.+ --+ -- For custom fractal implementations using per-octave modifier functions,+ -- see "Numeric.Noise.Fractal".++ -- ** Fractal Brownian Motion (FBM)+ fractal2,+ fractal3,++ -- ** Fractal variants+ billow2,+ billow3,+ ridged2,+ ridged3,+ pingPong2,+ pingPong3,++ -- ** Configuration+ FractalConfig (..),+ defaultFractalConfig,+ PingPongStrength (..),+ defaultPingPongStrength,++ -- * Custom kernels++ --++ -- | Lift a plain @seed -> coordinates -> value@ function into a composable+ -- 'Noise' value — the inverses of the accessors above.+ --+ -- You may use these to construct custom kernels.+ mkNoise1,+ mkNoise2,+ mkNoise3,++ -- * Math utilities clamp, clamp2, clamp3, cubicInterp, hermiteInterp, lerp,- next2,- next3, quinticInterp,- )+) where++import Numeric.Noise.Cellular (CellularConfig, CellularDistanceFn (..), CellularResult (..), defaultCellularConfig)+import Numeric.Noise.Cellular qualified as Cellular+import Numeric.Noise.Fractal+import Numeric.Noise.Internal import Numeric.Noise.OpenSimplex qualified as OpenSimplex import Numeric.Noise.Perlin qualified as Perlin import Numeric.Noise.SuperSimplex qualified as SuperSimplex import Numeric.Noise.Value qualified as Value import Numeric.Noise.ValueCubic qualified as ValueCubic -noise2At :: Noise2 a -> Seed -> a -> a -> a-noise2At = unNoise2-{-# INLINE noise2At #-}-+-- | 2D Cellular (Worley) noise. Configure with 'CellularConfig' to control+-- distance functions and return values.+--+-- Cellular noise creates patterns based on distances to randomly distributed+-- cell points. cellular2 :: (RealFrac a, Floating a) => CellularConfig a -> Noise2 a cellular2 = Cellular.noise2 {-# INLINE cellular2 #-} +-- | 3D Cellular (Worley) noise. See 'cellular2'.+cellular3 :: (RealFrac a, Floating a) => CellularConfig a -> Noise3 a+cellular3 = Cellular.noise3+{-# INLINE cellular3 #-}++-- | 2D OpenSimplex noise. Smooth gradient noise similar to Perlin but without+-- directional artifacts. openSimplex2 :: (RealFrac a) => Noise2 a openSimplex2 = OpenSimplex.noise2 {-# INLINE openSimplex2 #-} +-- | 3D OpenSimplex noise (FastNoiseLite's OpenSimplex2, two offset rotated+-- cube grids), including its default coordinate rotation.+openSimplex3 :: (RealFrac a) => Noise3 a+openSimplex3 = OpenSimplex.noise3+{-# INLINE openSimplex3 #-}++-- | 2D SuperSimplex noise. Improved OpenSimplex variant with better visual+-- characteristics. superSimplex2 :: (RealFrac a) => Noise2 a superSimplex2 = SuperSimplex.noise2 {-# INLINE superSimplex2 #-} +-- | 3D SuperSimplex noise (FastNoiseLite's OpenSimplex2S, two offset rotated+-- cube grids), including its default coordinate rotation.+superSimplex3 :: (RealFrac a) => Noise3 a+superSimplex3 = SuperSimplex.noise3+{-# INLINE superSimplex3 #-}++-- | 2D Perlin noise. Classic gradient noise algorithm. perlin2 :: (RealFrac a) => Noise2 a perlin2 = Perlin.noise2 {-# INLINE perlin2 #-} -noise3At :: Noise3 a -> Seed -> a -> a -> a -> a-noise3At = unNoise3-{-# INLINE noise3At #-}-+-- | 3D Perlin noise. Classic gradient noise algorithm. perlin3 :: (RealFrac a) => Noise3 a perlin3 = Perlin.noise3 {-# INLINE perlin3 #-} +-- | 2D Value noise. Simple noise based on interpolated random values at grid points. value2 :: (RealFrac a) => Noise2 a value2 = Value.noise2 {-# INLINE value2 #-} +-- | 3D Value noise. Simple noise based on interpolated random values at grid points. value3 :: (RealFrac a) => Noise3 a value3 = Value.noise3 {-# INLINE value3 #-} +-- | 2D Value noise with cubic interpolation for smoother results. valueCubic2 :: (RealFrac a) => Noise2 a valueCubic2 = ValueCubic.noise2 {-# INLINE valueCubic2 #-} +-- | 3D Value noise with cubic interpolation for smoother results. valueCubic3 :: (RealFrac a) => Noise3 a valueCubic3 = ValueCubic.noise3 {-# INLINE valueCubic3 #-}
src/Numeric/Noise/Cellular.hs view
@@ -1,6 +1,7 @@ {-# LANGUAGE LambdaCase #-} {-# LANGUAGE OverloadedLists #-} {-# LANGUAGE RecordWildCards #-}+{-# LANGUAGE StrictData #-} -- | -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com>@@ -14,23 +15,35 @@ -- * 2D Noise noise2,- noise2BaseWith,++ -- * 3D Noise+ noise3, ) where import Data.Bits-import Data.Foldable-import Data.Vector.Unboxed qualified as U+import Data.Foldable (foldl') -- redundant since GHC 9.10.1, here for compat+import Data.Primitive.PrimArray import GHC.Generics (Generic) import Numeric.Noise.Internal import Numeric.Noise.Internal.Math +-- | Configuration for cellular (Worley) noise generation.+--+-- Cellular noise is based on distances to randomly distributed cell points,+-- creating a distinctive cellular or organic pattern. data CellularConfig a = CellularConfig- { cellularDistanceFn :: !CellularDistanceFn- , cellularJitter :: !a- , cellularResult :: !CellularResult+ { cellularDistanceFn :: CellularDistanceFn+ -- ^ Distance metric to use when computing distance to cell points.+ , cellularJitter :: a+ -- ^ Amount of randomness in cell point positions.+ -- \( 0 \) creates a regular grid, \( 1 \) creates fully random positions.+ -- Values outside \( [0, 1] \) may produce unusual results.+ , cellularResult :: CellularResult+ -- ^ What value to return from the noise function. } deriving (Generic, Show) +-- | Default configuration for cellular noise generation. defaultCellularConfig :: (RealFrac a) => CellularConfig a defaultCellularConfig = CellularConfig@@ -38,22 +51,52 @@ , cellularJitter = 1 , cellularResult = CellValue }+{-# INLINEABLE defaultCellularConfig #-} +-- | Distance function for cellular noise calculations.+--+-- Different distance metrics produce different visual characteristics+-- in the cellular pattern. data CellularDistanceFn- = DistEuclidean- | DistEuclideanSq- | DistManhattan- | DistHybrid+ = -- | \( \sqrt{dx^2 + dy^2} \) - Creates circular cells with smooth edges.+ DistEuclidean+ | -- | \( dx^2 + dy^2 \) - Faster than 'DistEuclidean' with similar appearance.+ DistEuclideanSq+ | -- | \( |dx| + |dy| \) - Creates diamond-shaped cells with sharp edges.+ DistManhattan+ | -- | Hybrid of Euclidean and Manhattan distances.+ DistHybrid deriving (Generic, Read, Show, Eq, Ord, Enum, Bounded) +-- | What value to return from cellular noise evaluation.+--+-- These options allow for different visual effects by returning different+-- properties of the cell structure.+--+-- Distance-based results are not confined to @[-1, 1]@ under every metric —+-- 'DistManhattan' and 'DistHybrid' can exceed 1, matching FastNoiseLite. data CellularResult- = CellValue- | Distance- | Distance2- | Distance2Add- | Distance2Sub- | Distance2Mul- | Distance2Div+ = -- | Return the hash value of the nearest cell point.+ -- Creates discrete regions with constant values.+ CellValue+ | -- | Return the distance to the nearest cell point.+ -- Creates a classic Worley noise pattern with cell boundaries.+ Distance+ | -- | Return the distance to the second-nearest cell point.+ -- Creates larger, more organic-looking cells.+ Distance2+ | -- | Return the sum of distances to the two nearest cell points.+ -- Creates smooth, rounded cells.+ Distance2Add+ | -- | Return the difference between distances to the two nearest cell points.+ -- Emphasizes cell boundaries and creates sharp edges.+ Distance2Sub+ | -- | Return the product of distances to the two nearest cell points.+ -- Creates cells with varying contrast.+ Distance2Mul+ | -- | Return the ratio of nearest to second-nearest distance.+ -- Creates normalized cell patterns.+ Distance2Div deriving (Generic, Read, Show, Eq, Ord, Enum, Bounded) distance :: (RealFrac a) => CellularDistanceFn -> a -> a -> a@@ -70,70 +113,149 @@ _ -> id {-# INLINE normDist #-} +distance3 :: (RealFrac a) => CellularDistanceFn -> a -> a -> a -> a+distance3 = \case+ DistEuclidean -> \ !x !y !z -> x * x + y * y + z * z+ DistEuclideanSq -> \ !x !y !z -> x * x + y * y + z * z+ DistManhattan -> \ !x !y !z -> abs x + abs y + abs z+ DistHybrid -> \ !x !y !z -> abs x + abs y + abs z + (x * x + y * y + z * z)+{-# INLINE distance3 #-}++-- | Fold the candidate cell points with the selector 'cellularResult' needs.+-- Shared by 'noise2' and 'noise3'; INLINE so the folds fuse with the callers'+-- point comprehensions (see the note on @points@ in 'noise2').+selectResult :: (RealFrac a, Floating a) => CellularResult -> CellularDistanceFn -> [(Hash, a)] -> a+selectResult res distFn points =+ let norm = normDist distFn+ coeff = 1 / (maxHash + 1)++ {-# INLINE selectMinHash #-}+ selectMinHash =+ let minHash (!hMin, !dMin) (!h, !d)+ | d < dMin = (h, d)+ | otherwise = (hMin, dMin)+ in foldl' minHash (0, infinity) points++ {-# INLINE selectMinDist #-}+ selectMinDist =+ let minDist !dMin (_, !d)+ | d < dMin = d+ | otherwise = dMin+ in foldl' minDist infinity points++ {-# INLINE selectSmallestTwo #-}+ selectSmallestTwo =+ let smallestTwo (!c, !d0, !d1) (!h, !d)+ | d < d0 = (h, d, d0)+ | d < d1 = (c, d0, d)+ | otherwise = (c, d0, d1)+ in foldl' smallestTwo (0, infinity, infinity) points+ in case res of+ CellValue ->+ let (!hash, !_) = selectMinHash+ in fromIntegral hash * coeff+ Distance ->+ let !d0 = selectMinDist+ in norm d0 - 1+ Distance2 ->+ let (!_, !_, !d1) = selectSmallestTwo+ in norm d1 - 1+ Distance2Add ->+ let (!_, !d0, !d1) = selectSmallestTwo+ in (norm d1 + norm d0) * 0.5 - 1+ Distance2Sub ->+ let (!_, !d0, !d1) = selectSmallestTwo+ in norm d1 - norm d0 - 1+ Distance2Mul ->+ let (!_, !d0, !d1) = selectSmallestTwo+ in norm d1 * norm d0 * 0.5 - 1+ Distance2Div ->+ let (!_, !d0, !d1) = selectSmallestTwo+ in norm d0 / norm d1 - 1+{-# INLINE selectResult #-}+ noise2 :: (RealFrac a, Floating a) => CellularConfig a -> Noise2 a-noise2 CellularConfig{..} =+noise2 CellularConfig{..} = mkNoise2 $ \ !seed !x !y -> let !jitter = cellularJitter * 0.43701595- !dist = distance cellularDistanceFn- !norm = normDist cellularDistanceFn- coeff = 1 / (fromIntegral (maxBound @Hash) + 1)- in Noise2 $ \seed x y ->- let (!hash, !d0u, !d1u) = noise2BaseWith jitter dist seed x y- !d0 = norm d0u- !d1 = norm d1u- in case cellularResult of- CellValue -> fromIntegral hash * coeff- Distance -> d0 - 1- Distance2 -> d1 - 1- Distance2Add -> (d1 + d0) * 0.5 - 1- Distance2Sub -> d1 - d0 - 1- Distance2Mul -> d1 * d0 * 0.5 - 1- Distance2Div -> d0 / d1 - 1-{-# INLINE noise2 #-}+ !rx = fastRound x+ !ry = fastRound y --- | Calculate 2D cellular noise values at a given point using the given distance function-noise2BaseWith- :: (RealFrac a)- => a- -- ^ cellular jitter- -> (a -> a -> a)- -- ^ distance function- -> Seed- -> a- -- ^ x- -> a- -- ^ y- -> (Hash, a, a)-noise2BaseWith !jitter !dist !seed !x !y =- foldl' @[]- minmax- (0, infinity, infinity)- [pointDist (rx + xi) (ry + yi) | !xi <- [-1 .. 1], !yi <- [-1 .. 1]]- where- !rx = round x- !ry = round y+ dist = distance cellularDistanceFn - minmax (!c, !d0, !d1) (!h, !d)- | d < d0 = (h, d, d1')- | otherwise = (c, d0, d1')- where- !d1' = max (min d1 d) d0+ {-# INLINE pointDist #-}+ pointDist !xi !yi =+ let !px = fromIntegral xi - x+ !py = fromIntegral yi - y+ !h = hash2 seed (primeX * xi) (primeY * yi)+ !i = h .&. 0x1FE+ !rvx = lookupRandVec2d i+ !rvy = lookupRandVec2d (i .|. 1)+ !d = dist (px + rvx * jitter) (py + rvy * jitter)+ in (h, d) - pointDist !xi !yi =- let !px = fromIntegral xi - x- !py = fromIntegral yi - y- !h = hash2 seed (primeX * xi) (primeY * yi)- !i = h .&. 510- !rvx = randVecs2d `U.unsafeIndex` fromIntegral i- !rvy = randVecs2d `U.unsafeIndex` (fromIntegral i .|. 1)- !d = dist (px + realToFrac rvx * jitter) (py + realToFrac rvy * jitter)- in (h, d)-{-# INLINE noise2BaseWith #-}+ -- The [-1 .. 1] comprehension is load-bearing: enumFromTo takes part in+ -- foldr/build fusion with the folds below, so no list is ever built.+ -- OverloadedLists literals here would desugar to fromListN (no fusion),+ -- and hand-unrolled cons-chains defeat the fold's fusion entirely+ -- (measured ~5x slower). Same applies to the 3D comprehension.+ {-# INLINE points #-}+ points = [pointDist (rx + xi) (ry + yi) | !xi <- [-1 .. 1], !yi <- [-1 .. 1]]+ in selectResult cellularResult cellularDistanceFn points+{-# INLINE [2] noise2 #-} --- >>> U.length randVecs2d == 512+noise3 :: (RealFrac a, Floating a) => CellularConfig a -> Noise3 a+noise3 CellularConfig{..} = mkNoise3 $ \ !seed !x !y !z ->+ let !jitter = cellularJitter * 0.39614353+ !rx = fastRound x+ !ry = fastRound y+ !rz = fastRound z++ dist = distance3 cellularDistanceFn++ {-# INLINE pointDist #-}+ pointDist !xi !yi !zi =+ let !px = fromIntegral xi - x+ !py = fromIntegral yi - y+ !pz = fromIntegral zi - z+ !h = hash3 seed (primeX * xi) (primeY * yi) (primeZ * zi)+ !i = h .&. 0x3FC+ !rvx = lookupRandVec3d i+ !rvy = lookupRandVec3d (i .|. 1)+ !rvz = lookupRandVec3d (i .|. 2)+ !d = dist (px + rvx * jitter) (py + rvy * jitter) (pz + rvz * jitter)+ in (h, d)++ {-# INLINE points #-}+ points =+ [ pointDist (rx + xi) (ry + yi) (rz + zi)+ | !xi <- [-1 .. 1]+ , !yi <- [-1 .. 1]+ , !zi <- [-1 .. 1]+ ]+ in selectResult cellularResult cellularDistanceFn points+{-# INLINE [2] noise3 #-}++lookupRandVec2d :: (RealFrac a) => Hash -> a+lookupRandVec2d = realToFrac . indexPrimArray randVecs2dd . fromIntegral+{-# NOINLINE [1] lookupRandVec2d #-}++{-# RULES+"lookupRandVec2d/Float" forall h.+ lookupRandVec2d h =+ indexPrimArray randVecs2df (fromIntegral h)+"lookupRandVec2d/Double" forall h.+ lookupRandVec2d h =+ indexPrimArray randVecs2dd (fromIntegral h)+ #-}++randVecs2df :: PrimArray Float+randVecs2df = mapPrimArray realToFrac randVecs2dd++-- >>> sizeofPrimArray randVecs2dd == 512 -- True {- ORMOLU_DISABLE -}-randVecs2d :: U.Vector Float-randVecs2d =+randVecs2dd :: PrimArray Double+randVecs2dd = [-0.2700222198,-0.9628540911,0.3863092627,-0.9223693152,0.04444859006,-0.999011673,-0.5992523158,-0.8005602176 ,-0.7819280288,0.6233687174,0.9464672271,0.3227999196,-0.6514146797,-0.7587218957,0.9378472289,0.347048376 ,-0.8497875957,-0.5271252623,-0.879042592,0.4767432447,-0.892300288,-0.4514423508,-0.379844434,-0.9250503802@@ -199,3 +321,155 @@ ,0.01426758847,-0.9998982128,-0.6734383991,0.7392433447,0.639412098,-0.7688642071,0.9211571421,0.3891908523 ,-0.146637214,-0.9891903394,-0.782318098,0.6228791163,-0.5039610839,-0.8637263605,-0.7743120191,-0.6328039957 ]++lookupRandVec3d :: (RealFrac a) => Hash -> a+lookupRandVec3d = realToFrac . indexPrimArray randVecs3dd . fromIntegral+{-# NOINLINE [1] lookupRandVec3d #-}++{-# RULES+"lookupRandVec3d/Float" forall h.+ lookupRandVec3d h =+ indexPrimArray randVecs3df (fromIntegral h)+"lookupRandVec3d/Double" forall h.+ lookupRandVec3d h =+ indexPrimArray randVecs3dd (fromIntegral h)+ #-}++randVecs3df :: PrimArray Float+randVecs3df = mapPrimArray realToFrac randVecs3dd++-- >>> sizeofPrimArray randVecs3dd == 1024+-- True+{- ORMOLU_DISABLE -}+randVecs3dd :: PrimArray Double+randVecs3dd =+ 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,-0.2600384876,-0.4755398075,-0.8403819825,0,0.572313509,-0.7474340931,-0.3373418503,0+ ,-0.7174141009,0.1699017182,-0.6756111411,0,-0.684180784,0.02145707593,-0.7289967412,0+ ,-0.2007447902,0.06555605789,-0.9774476623,0,-0.1148803697,-0.8044887315,0.5827524187,0+ ,-0.7870349638,0.03447489231,0.6159443543,0,-0.2015596421,0.6859872284,0.6991389226,0+ ,-0.08581082512,-0.10920836,-0.9903080513,0,0.5532693395,0.7325250401,-0.396610771,0+ ,-0.1842489331,-0.9777375055,-0.1004076743,0,0.0775473789,-0.9111505856,0.4047110257,0+ ,0.1399838409,0.7601631212,-0.6344734459,0,0.4484419361,-0.845289248,0.2904925424,0+ ]+{- ORMOLU_ENABLE -}
src/Numeric/Noise/Fractal.hs view
@@ -1,5 +1,5 @@ {-# LANGUAGE RecordWildCards #-}-{-# LANGUAGE Strict #-}+{-# LANGUAGE StrictData #-} -- | -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com>@@ -37,14 +37,34 @@ import GHC.Generics import Numeric.Noise.Internal +-- | Configuration for fractal noise generation.+--+-- Fractal noise combines multiple octaves (layers) of noise at different+-- frequencies and amplitudes to create more complex, natural-looking patterns. data FractalConfig a = FractalConfig { octaves :: Int+ -- ^ Number of noise layers to combine. More octaves create more detail+ -- but are more expensive to compute. Fewer than 1 octave produces+ -- constant 0. , lacunarity :: a+ -- ^ Frequency multiplier between octaves. Each octave's frequency is+ -- the previous octave's frequency multiplied by lacunarity. , gain :: a+ -- ^ Amplitude multiplier between octaves. Each octave's amplitude is+ -- the previous octave's amplitude multiplied by gain.+ -- Values \( < 1 \) create smoother noise, values \( > 1 \) create rougher noise. , weightedStrength :: a+ -- ^ Controls how much each octave's amplitude is influenced by the+ -- previous octave's value. At 0 (the default), octaves have independent+ -- amplitudes. Range: \( [0, 1] \).+ --+ -- The weighting currently tracks the amplitude-scaled octave value, which+ -- diverges from FastNoiseLite — values near 1 can misbehave (e.g. inverted+ -- ridged octaves). It will align with FNL in 0.3. } deriving (Generic, Read, Show, Eq) +-- | Default configuration for fractal noise generation. defaultFractalConfig :: (RealFrac a) => FractalConfig a defaultFractalConfig = FractalConfig@@ -53,23 +73,66 @@ , gain = 0.5 , weightedStrength = 0 }+{-# INLINEABLE defaultFractalConfig #-} +-- | Apply Fractal Brownian Motion (FBM) to a 2D noise function.+--+-- FBM combines multiple octaves of noise at increasing frequencies and+-- decreasing amplitudes to create natural-looking, multi-scale patterns.+-- This is the standard fractal noise implementation.+--+-- @+-- fbm :: Noise2 Float+-- fbm = fractal2 defaultFractalConfig perlin2+-- @ fractal2 :: (RealFrac a) => FractalConfig a -> Noise2 a -> Noise2 a-fractal2 config = Noise2 . fractal2With fractalNoiseMod (fractalAmpMod config) config . unNoise2-{-# INLINE fractal2 #-}+fractal2 config = mkNoise2 . fractal2With fractalNoiseMod (fractalAmpMod config) config . noise2At+{-# INLINE [2] fractal2 #-} +-- | Apply billow fractal to a 2D noise function.+--+-- Billow creates a cloud-like or billowy appearance by taking the absolute+-- value of each octave. This produces sharp ridges in the negative regions+-- of the noise, creating a distinct puffy or cloudy look.+--+-- @+-- clouds :: Noise2 Float+-- clouds = billow2 defaultFractalConfig perlin2+-- @ billow2 :: (RealFrac a) => FractalConfig a -> Noise2 a -> Noise2 a-billow2 config = Noise2 . fractal2With billowNoiseMod (billowAmpMod config) config . unNoise2-{-# INLINE billow2 #-}+billow2 config = mkNoise2 . fractal2With billowNoiseMod (billowAmpMod config) config . noise2At+{-# INLINE [2] billow2 #-} +-- | Apply ridged fractal to a 2D noise function.+--+-- Ridged creates sharp ridges by inverting and taking the absolute value+-- of each octave. This is particularly useful for terrain generation,+-- creating mountain ridges and valleys.+--+-- @+-- mountains :: Noise2 Float+-- mountains = ridged2 defaultFractalConfig perlin2+-- @ ridged2 :: (RealFrac a) => FractalConfig a -> Noise2 a -> Noise2 a-ridged2 config = Noise2 . fractal2With ridgedNoiseMod (ridgedAmpMod config) config . unNoise2-{-# INLINE ridged2 #-}+ridged2 config = mkNoise2 . fractal2With ridgedNoiseMod (ridgedAmpMod config) config . noise2At+{-# INLINE [2] ridged2 #-} +-- | Apply ping-pong fractal to a 2D noise function.+--+-- Ping-pong creates a wave-like pattern by folding the noise values back+-- and forth within a range, creating a distinctive undulating appearance.+-- The strength parameter controls the intensity of the ping-pong effect.+--+-- Output spans @[0, 1]@; it will align with FNL's @[-1, 1]@ in 0.3.+--+-- @+-- waves :: Noise2 Float+-- waves = pingPong2 defaultFractalConfig defaultPingPongStrength perlin2+-- @ pingPong2 :: (RealFrac a) => FractalConfig a -> PingPongStrength a -> Noise2 a -> Noise2 a pingPong2 config strength =- Noise2 . fractal2With (pingPongNoiseMod strength) (pingPongAmpMod config) config . unNoise2-{-# INLINE pingPong2 #-}+ mkNoise2 . fractal2With (pingPongNoiseMod strength) (pingPongAmpMod config) config . noise2At+{-# INLINE [2] pingPong2 #-} fractal2With :: (RealFrac a)@@ -84,34 +147,46 @@ -> a -> a fractal2With modNoise modAmps FractalConfig{..} noise2 seed x y- | octaves < 1 = error "octaves must be a positive integer"+ | octaves < 1 = 0 | otherwise =- let bounding = fractalBounding FractalConfig{..}+ let !bounding = fractalBounding FractalConfig{..} in go octaves 0 seed 1 bounding where- go 0 acc _ _ _ = acc- go o acc s freq amp =- let noise = amp * modNoise (noise2 s (freq * x) (freq * y))- amp' = amp * gain * modAmps (min (noise + 1) 2)+ go 0 !acc !_ !_ !_ = acc+ go !o !acc !s !freq !amp =+ let !noise = amp * modNoise (noise2 s (freq * x) (freq * y))+ !amp' = amp * gain * modAmps (min (noise + 1) 2) in go (o - 1) (acc + noise) (s + 1) (freq * lacunarity) amp'-{-# INLINE fractal2With #-}+{-# INLINE [1] fractal2With #-} +-- | Apply Fractal Brownian Motion (FBM) to a 3D noise function.+--+-- 3D version of 'fractal2'. See 'fractal2' for details. fractal3 :: (RealFrac a) => FractalConfig a -> Noise3 a -> Noise3 a-fractal3 config = Noise3 . fractal3With fractalNoiseMod (fractalAmpMod config) config . unNoise3-{-# INLINE fractal3 #-}+fractal3 config = mkNoise3 . fractal3With fractalNoiseMod (fractalAmpMod config) config . noise3At+{-# INLINE [2] fractal3 #-} +-- | Apply billow fractal to a 3D noise function.+--+-- 3D version of 'billow2'. See 'billow2' for details. billow3 :: (RealFrac a) => FractalConfig a -> Noise3 a -> Noise3 a-billow3 config = Noise3 . fractal3With billowNoiseMod (billowAmpMod config) config . unNoise3-{-# INLINE billow3 #-}+billow3 config = mkNoise3 . fractal3With billowNoiseMod (billowAmpMod config) config . noise3At+{-# INLINE [2] billow3 #-} +-- | Apply ridged fractal to a 3D noise function.+--+-- 3D version of 'ridged2'. See 'ridged2' for details. ridged3 :: (RealFrac a) => FractalConfig a -> Noise3 a -> Noise3 a-ridged3 config = Noise3 . fractal3With ridgedNoiseMod (ridgedAmpMod config) config . unNoise3-{-# INLINE ridged3 #-}+ridged3 config = mkNoise3 . fractal3With ridgedNoiseMod (ridgedAmpMod config) config . noise3At+{-# INLINE [2] ridged3 #-} +-- | Apply ping-pong fractal to a 3D noise function.+--+-- 3D version of 'pingPong2'. See 'pingPong2' for details. pingPong3 :: (RealFrac a) => FractalConfig a -> PingPongStrength a -> Noise3 a -> Noise3 a pingPong3 config strength =- Noise3 . fractal3With (pingPongNoiseMod strength) (pingPongAmpMod config) config . unNoise3-{-# INLINE pingPong3 #-}+ mkNoise3 . fractal3With (pingPongNoiseMod strength) (pingPongAmpMod config) config . noise3At+{-# INLINE [2] pingPong3 #-} fractal3With :: (RealFrac a)@@ -127,61 +202,98 @@ -> a -> a fractal3With modNoise modAmps FractalConfig{..} noise3 seed x y z- | octaves < 1 = error "octaves must be a positive integer"+ | octaves < 1 = 0 | otherwise =- let bounding = fractalBounding FractalConfig{..}+ let !bounding = fractalBounding FractalConfig{..} in go octaves 0 seed 1 bounding where- go 0 acc _ _ _ = acc- go o acc s freq amp =- let noise = amp * modNoise (noise3 s (freq * x) (freq * y) (freq * z))- amp' = amp * gain * modAmps (min (noise + 1) 2)+ go 0 !acc !_ !_ !_ = acc+ go !o !acc !s !freq !amp =+ let !noise = amp * modNoise (noise3 s (freq * x) (freq * y) (freq * z))+ !amp' = amp * gain * modAmps (min (noise + 1) 2) in go (o - 1) (acc + noise) (s + 1) (freq * lacunarity) amp'-{-# INLINE fractal3With #-}+{-# INLINE [1] fractal3With #-} fractalBounding :: (RealFrac a) => FractalConfig a -> a-fractalBounding FractalConfig{..} =- let amps = take octaves $ iterate (* gain) gain- in 1 / (sum amps + 1)-{-# INLINE fractalBounding #-}+fractalBounding FractalConfig{..} = recip (sum amps + 1)+ where+ amps = take octaves $ iterate (* gain) gain+{-# INLINE [2] fractalBounding #-} +-- | Identity noise modifier for standard FBM.+--+-- This is used internally by 'fractal2' and 'fractal3'.+-- Exposed for users creating custom fractal implementations. fractalNoiseMod :: a -> a fractalNoiseMod = id {-# INLINE fractalNoiseMod #-}++-- | Amplitude modifier for standard FBM.+--+-- Uses the 'weightedStrength' parameter to influence amplitude based on+-- the previous octave's value. Exposed for custom fractal implementations. fractalAmpMod :: (Num a) => FractalConfig a -> a -> a fractalAmpMod FractalConfig{..} n = lerp 1 n weightedStrength {-# INLINE fractalAmpMod #-} +-- | Noise modifier for billow fractal.+--+-- Transforms noise value to @abs(n) * 2 - 1@, creating the billow effect.+-- Exposed for custom fractal implementations. billowNoiseMod :: (Num a) => a -> a billowNoiseMod n = abs n * 2 - 1 {-# INLINE billowNoiseMod #-} +-- | Amplitude modifier for billow fractal.+--+-- Uses the 'weightedStrength' parameter. Exposed for custom fractal implementations. billowAmpMod :: (Num a) => FractalConfig a -> a -> a billowAmpMod FractalConfig{..} n = lerp 1 n weightedStrength {-# INLINE billowAmpMod #-} +-- | Noise modifier for ridged fractal.+--+-- Transforms noise value to @abs(n) * (-2) + 1@, creating the ridge effect.+-- Exposed for custom fractal implementations. ridgedNoiseMod :: (Num a) => a -> a ridgedNoiseMod n = abs n * (-2) + 1 {-# INLINE ridgedNoiseMod #-} +-- | Amplitude modifier for ridged fractal.+--+-- Uses the 'weightedStrength' parameter with inverted noise value.+-- Exposed for custom fractal implementations. ridgedAmpMod :: (Num a) => FractalConfig a -> a -> a ridgedAmpMod FractalConfig{..} n = lerp 1 (1 - n) weightedStrength {-# INLINE ridgedAmpMod #-} +-- | Strength parameter for ping-pong fractal noise.+--+-- Controls the intensity of the ping-pong folding effect.+-- Higher values create more frequent oscillations. newtype PingPongStrength a = PingPongStrength a deriving (Generic) +-- | Default ping-pong strength value. defaultPingPongStrength :: (RealFrac a) => PingPongStrength a defaultPingPongStrength = PingPongStrength 2 {-# INLINE defaultPingPongStrength #-} +-- | Noise modifier for ping-pong fractal.+--+-- Folds noise values back and forth within a range, creating a wave-like+-- pattern. The strength parameter controls the folding intensity.+-- Exposed for custom fractal implementations. pingPongNoiseMod :: (RealFrac a) => PingPongStrength a -> a -> a pingPongNoiseMod (PingPongStrength s) n = let n' = (n + 1) * s t = n' - fromIntegral @Int (truncate (n' * 0.5) * 2)- in if t < 1 then t else 2 - t+ in 1 - abs (t - 1) {-# INLINE pingPongNoiseMod #-} +-- | Amplitude modifier for ping-pong fractal.+--+-- Uses the 'weightedStrength' parameter. Exposed for custom fractal implementations. pingPongAmpMod :: (Num a) => FractalConfig a -> a -> a pingPongAmpMod FractalConfig{..} n = lerp 1 n weightedStrength {-# INLINE pingPongAmpMod #-}
src/Numeric/Noise/Internal.hs view
@@ -3,14 +3,33 @@ -- Stability : experimental module Numeric.Noise.Internal ( module Math,- Noise2 (..),+ Noise (..),+ constant,+ remap,+ warp,+ reseed,+ blend,+ sliceX2,+ sliceY2,+ sliceX3,+ sliceY3,+ sliceZ3,+ Noise1',+ Noise1,+ mkNoise1,+ noise1At,+ Noise2',+ Noise2,+ mkNoise2,+ noise2At, next2,- map2, clamp2, const2,- Noise3 (..),+ Noise3',+ Noise3,+ mkNoise3,+ noise3At, next3,- map3, clamp3, const3, ) where@@ -25,138 +44,355 @@ quinticInterp, ) -newtype Noise2 a = Noise2- {unNoise2 :: Seed -> a -> a -> a}+-- | 'Noise' represents a function from a 'Seed' and coordinates @p@ to a noise+-- value @v@.+--+-- For convenience, dimension-specific type aliases are provided: 'Noise1',+-- 'Noise2', and 'Noise3', plus primed variants that separate the coordinate+-- and value types.+--+-- Use 'warp' to transform coordinates and 'remap' (or 'fmap') to transform values.+--+-- To evaluate noise functions, use 'noise1At', 'noise2At', or 'noise3At'.+--+-- NB: 'Noise' is a lawful 'Profunctor' where 'lmap' = warp and 'rmap' = remap.+-- There are some useful implications to this, but pure-noise is committed to+-- a minimal dependency footprint and so will not provide this instance itself.+--+-- === __Algebraic composition__+--+-- 'Noise' can be composed algebraically:+--+-- @+-- combined :: Noise (Float, Float) Float+-- combined = (perlin2 + superSimplex2) / 2+-- @+--+-- === __Coordinate Transformation__+--+-- This allows you to, for example, compose multiple layers of noise at different+-- offsets.+--+-- @+-- scaled :: Noise2 Float+-- scaled = warp (\\(x, y) -> (x * 2, y * 2)) perlin2+-- @+newtype Noise p v = Noise {unNoise :: Seed -> p -> v} +-- NOTE: Noise p v is isomorphic to Reader (Seed, p), so it has trivial+-- instances of Monad and Category, Arrow, ArrowChoice, ArrowApply, etc.+--+-- I've decided not to include Category et al. as instances for now+-- because I can't come up with a use-case that is not sufficiently+-- covered by the monad instance.++-- | Noise admits 'Functor' on the value it produces+instance Functor (Noise p) where+ fmap f (Noise g) = Noise (\seed -> f . g seed)++-- | Noise admits 'Applicative' on the value it produces+instance Applicative (Noise p) where+ pure a = Noise $ \_ _ -> a+ liftA2 f (Noise g) (Noise h) = Noise (\s p -> g s p `f` h s p)++-- | Note: The 'Monad' instance evaluates all noise functions at the same+-- seed and coordinate. For independent sampling at different coordinates,+-- use 'warp' to transform the coordinate space.+--+-- @+-- do n1 <- perlin2+-- n2 <- superSimplex2+-- return (n1 + n2)+-- @+--+-- is equivalent to:+--+-- @+-- perlin2 + superSimplex2+-- @+--+-- This is useful for domain warping.+instance Monad (Noise p) where+ Noise g >>= f = Noise (\s p -> unNoise (f (g s p)) s p)++instance (Num a) => Num (Noise p a) where+ (+) = liftA2 (+)+ (*) = liftA2 (*)+ abs = fmap abs+ signum = fmap signum+ fromInteger i = pure (fromInteger i)+ negate = fmap negate++instance (Fractional a) => Fractional (Noise p a) where+ fromRational = pure . fromRational+ recip = fmap recip+ (/) = liftA2 (/)++instance (Floating a) => Floating (Noise p a) where+ pi = pure pi+ exp = fmap exp+ log = fmap log+ sin = fmap sin+ cos = fmap cos+ asin = fmap asin+ acos = fmap acos+ atan = fmap atan+ sinh = fmap sinh+ cosh = fmap cosh+ asinh = fmap asinh+ acosh = fmap acosh+ atanh = fmap atanh++-- | 1D noise: a single coordinate of type @p@ producing values of type @v@.+type Noise1' p v = Noise p v++-- | 1D noise with a single type for coordinates and values.+type Noise1 v = Noise1' v v++-- | Build a 1D noise function from a plain @seed -> coordinate -> value@+-- function. Inverse of 'noise1At'.+mkNoise1 :: (Seed -> p -> v) -> Noise1' p v+mkNoise1 = Noise+{-# INLINE mkNoise1 #-}++-- | Evaluate a 1D noise function at the given coordinates with the given seed.+-- Currently, you must use a slicing function like 'sliceX2' to reduce+-- higher-dimensional noise into 1D noise.+noise1At :: Noise1 a -> Seed -> a -> a+noise1At = unNoise+{-# INLINE noise1At #-}++-- | 2D noise: a pair of coordinates of type @p@ producing values of type @v@.+type Noise2' p v = Noise (p, p) v++-- | 2D noise with a single type for coordinates and values.+type Noise2 v = Noise2' v v++-- | Build a 2D noise function from a plain @seed -> x -> y -> value@+-- function. Inverse of 'noise2At'.+mkNoise2 :: (Seed -> p -> p -> v) -> Noise2' p v+mkNoise2 f = Noise (\s (x, y) -> f s x y)+{-# INLINE mkNoise2 #-}++-- | Evaluate a 2D noise function at the given coordinates with the given seed.+noise2At+ :: Noise2 a+ -> Seed+ -- ^ deterministic seed+ -> a+ -- ^ x coordinate+ -> a+ -- ^ y coordinate+ -> a+noise2At (Noise f) seed x y = f seed (x, y)+{-# INLINE noise2At #-}++-- | 3D noise: a triple of coordinates of type @p@ producing values of type @v@.+type Noise3' p v = Noise (p, p, p) v++-- | 3D noise with a single type for coordinates and values.+type Noise3 v = Noise3' v v++-- | Build a 3D noise function from a plain @seed -> x -> y -> z -> value@+-- function. Inverse of 'noise3At'.+mkNoise3 :: (Seed -> p -> p -> p -> v) -> Noise3' p v+mkNoise3 f = Noise (\s (x, y, z) -> f s x y z)+{-# INLINE mkNoise3 #-}++-- | Evaluate a 3D noise function at the given coordinates with the given seed.+noise3At+ :: Noise3 a+ -> Seed+ -- ^ deterministic seed+ -> a+ -- ^ x coordinate+ -> a+ -- ^ y coordinate+ -> a+ -- ^ z coordinate+ -> a+noise3At (Noise f) seed x y z = f seed (x, y, z)+{-# INLINE noise3At #-}++-- | Transform the values produced by a noise function.+--+-- This is an alias for 'fmap'. Use it to transform noise values after generation:+--+-- === __Examples__+--+-- @+-- -- Scale noise from [-1, 1] to [0, 1]+-- normalized :: Noise2 Float+-- normalized = remap (\\x -> (x + 1) / 2) perlin2+-- @+remap :: (a -> b) -> Noise p a -> Noise p b+remap = fmap+{-# INLINE remap #-}++-- | Transform the coordinate space of a noise function.+--+-- This allows you to scale, rotate, or otherwise modify coordinates before+-- they're passed to the noise function:+--+-- NB: This is 'Data.Functor.Contravariant.contramap'+--+-- === __Examples__+--+-- @+-- -- Scale the noise frequency+-- scaled :: Noise2 Float+-- scaled = warp (\\(x, y) -> (x * 2, y * 2)) perlin2+--+-- -- Rotate the noise field+-- rotated :: Noise2 Float+-- rotated = warp (\\(x, y) -> (x * cos a - y * sin a, x * sin a + y * cos a)) perlin2+-- where a = pi / 4+-- @+warp :: (p -> p') -> Noise p' v -> Noise p v+warp f (Noise g) = Noise (\s p -> g s (f p))+{-# INLINE warp #-}++-- | Modify the seed used by a noise function.+--+-- This is useful for generating independent layers of noise:+--+-- See also 'next2' and 'next3' for convenient increment-by-one variants.+--+-- === __Examples__+-- @+-- layer1 = perlin2+-- layer2 = reseed (+1) perlin2+-- layer3 = reseed (+2) perlin2+--+-- combined = (layer1 + layer2 + layer3) / 3+-- @+reseed :: (Seed -> Seed) -> Noise p a -> Noise p a+reseed f (Noise g) = Noise (g . f)+{-# INLINE reseed #-}++constant :: a -> Noise c a+constant = pure+{-# INLINE constant #-}++-- | Combine two noise functions with a custom blending function.+--+-- This is an alias for 'liftA2'. Use it to mix multiple noise sources:+--+-- @+-- -- Multiply two noise functions+-- multiplied :: Noise2 Float+-- multiplied = blend (*) perlin2 superSimplex2+--+-- -- Custom blending based on values+-- custom :: Noise2 Float+-- custom = blend (\\a b -> if a > 0 then a else b) perlin2 superSimplex2+-- @+blend :: (a -> b -> c) -> Noise p a -> Noise p b -> Noise p c+blend = liftA2+{-# INLINE blend #-}++-- | Clamp a noise function between the given lower and higher bound+clampNoise :: (Ord a) => a -> a -> Noise p a -> Noise p a+clampNoise l u = fmap (clamp l u)+{-# INLINE clampNoise #-}++-- | Slice a 2D noise function at a fixed X coordinate to produce 1D noise.+--+-- === __Examples__+--+-- @+-- noise1d :: Noise1 Float+-- noise1d = sliceX2 0.0 perlin2 -- Fix X at 0, vary Y+--+-- -- Evaluate at Y = 5.0+-- value = noise1At noise1d seed 5.0+-- @+sliceX2 :: p -> Noise2' p v -> Noise1' p v+sliceX2 x = warp (x,)+{-# INLINE sliceX2 #-}++-- | Slice a 2D noise function at a fixed Y coordinate to produce 1D noise.+--+-- === __Examples__+--+-- @+-- noise1d :: Noise1 Float+-- noise1d = sliceY2 0.0 perlin2 -- Fix Y at 0, vary X+--+-- -- Evaluate at X = 5.0+-- value = noise1At noise1d seed 5.0+-- @+sliceY2 :: p -> Noise2' p v -> Noise1' p v+sliceY2 y = warp (,y)+{-# INLINE sliceY2 #-}++-- | Slice a 3D noise function at a fixed X coordinate to produce 2D noise.+--+-- === __Examples__+--+-- @+-- noise2d :: Noise2 Float+-- noise2d = sliceX3 0.0 perlin3 -- Fix X at 0, vary Y and Z+--+-- -- Evaluate at Y = 1.0, Z = 2.0+-- value = noise2At noise2d seed 1.0 2.0+-- @+sliceX3 :: p -> Noise3' p v -> Noise2' p v+sliceX3 x = warp (\(y, z) -> (x, y, z))+{-# INLINE sliceX3 #-}++-- | Slice a 3D noise function at a fixed Y coordinate to produce 2D noise.+--+-- === __Examples__+--+-- @+-- noise2d :: Noise2 Float+-- noise2d = sliceY3 0.0 perlin3 -- Fix Y at 0, vary X and Z+-- @+sliceY3 :: p -> Noise3' p v -> Noise2' p v+sliceY3 y = warp (\(x, z) -> (x, y, z))+{-# INLINE sliceY3 #-}++-- | Slice a 3D noise function at a fixed Z coordinate to produce 2D noise.+--+-- This is useful for extracting 2D slices from 3D noise at different heights:+--+-- === __Examples__+--+-- @+-- heightmap :: Noise2 Float+-- heightmap = sliceZ3 10.0 perlin3 -- Sample at Z = 10+-- @+sliceZ3 :: p -> Noise3' p v -> Noise2' p v+sliceZ3 z = warp (\(x, y) -> (x, y, z))+{-# INLINE sliceZ3 #-}++-- | Increment the seed for a 2D noise function. See 'reseed'. next2 :: Noise2 a -> Noise2 a-next2 (Noise2 f) = Noise2 (\s x y -> f (s + 1) x y)+next2 = reseed (+ 1) {-# INLINE next2 #-} -map2 :: (a -> a) -> Noise2 a -> Noise2 a-map2 f (Noise2 g) = Noise2 (\s x y -> f (g s x y))-{-# INLINE map2 #-}-+-- | Clamp the output of a 2D noise function to the range @[lower, upper]@. clamp2 :: (Ord a) => a -> a -> Noise2 a -> Noise2 a-clamp2 l u (Noise2 f) = Noise2 $ \s x y -> clamp l u (f s x y)+clamp2 = clampNoise {-# INLINE clamp2 #-} +-- | A noise function that produces the same value everywhere. Alias of 'pure'. const2 :: a -> Noise2 a-const2 a = Noise2 (\_ _ _ -> a)+const2 = pure {-# INLINE const2 #-} -instance (Num a) => Num (Noise2 a) where- Noise2 f + Noise2 g = Noise2 $ \s x y -> f s x y + g s x y- {-# INLINE (+) #-}- Noise2 f * Noise2 g = Noise2 $ \s x y -> f s x y * g s x y- {-# INLINE (*) #-}- abs (Noise2 f) = Noise2 $ \s x y -> abs (f s x y)- {-# INLINE abs #-}- signum (Noise2 f) = Noise2 $ \s x y -> signum (f s x y)- {-# INLINE signum #-}- fromInteger i = const2 (fromInteger i)- {-# INLINE fromInteger #-}- negate (Noise2 f) = Noise2 $ \s x y -> negate (f s x y)- {-# INLINE negate #-}--instance (Fractional a) => Fractional (Noise2 a) where- fromRational r = const2 (fromRational r)- {-# INLINE fromRational #-}- recip (Noise2 f) = Noise2 $ \s x y -> recip (f s x y)- {-# INLINE recip #-}- Noise2 f / Noise2 g = Noise2 $ \s x y -> f s x y / g s x y- {-# INLINE (/) #-}--instance (Floating a) => Floating (Noise2 a) where- pi = const2 pi- {-# INLINE pi #-}- exp (Noise2 f) = Noise2 $ \s x y -> exp (f s x y)- {-# INLINE exp #-}- log (Noise2 f) = Noise2 $ \s x y -> log (f s x y)- {-# INLINE log #-}- sin (Noise2 f) = Noise2 $ \s x y -> sin (f s x y)- {-# INLINE sin #-}- cos (Noise2 f) = Noise2 $ \s x y -> cos (f s x y)- {-# INLINE cos #-}- asin (Noise2 f) = Noise2 $ \s x y -> asin (f s x y)- {-# INLINE asin #-}- acos (Noise2 f) = Noise2 $ \s x y -> acos (f s x y)- {-# INLINE acos #-}- atan (Noise2 f) = Noise2 $ \s x y -> atan (f s x y)- {-# INLINE atan #-}- sinh (Noise2 f) = Noise2 $ \s x y -> sinh (f s x y)- {-# INLINE sinh #-}- cosh (Noise2 f) = Noise2 $ \s x y -> cosh (f s x y)- {-# INLINE cosh #-}- asinh (Noise2 f) = Noise2 $ \s x y -> asinh (f s x y)- {-# INLINE asinh #-}- acosh (Noise2 f) = Noise2 $ \s x y -> acosh (f s x y)- {-# INLINE acosh #-}- atanh (Noise2 f) = Noise2 $ \s x y -> atanh (f s x y)- {-# INLINE atanh #-}--newtype Noise3 a = Noise3- {unNoise3 :: Seed -> a -> a -> a -> a}-+-- | Increment the seed for a 3D noise function. See 'reseed'. next3 :: Noise3 a -> Noise3 a-next3 (Noise3 f) = Noise3 (\s x y z -> f (s + 1) x y z)+next3 = reseed (+ 1) {-# INLINE next3 #-} -map3 :: (a -> a) -> Noise3 a -> Noise3 a-map3 f (Noise3 g) = Noise3 (\s x y z -> f (g s x y z))-{-# INLINE map3 #-}-+-- | A noise function that produces the same value everywhere. Alias of 'pure'. const3 :: a -> Noise3 a-const3 a = Noise3 (\_ _ _ _ -> a)+const3 = pure {-# INLINE const3 #-} +-- | Clamp the output of a 3D noise function to the range @[lower, upper]@. clamp3 :: (Ord a) => a -> a -> Noise3 a -> Noise3 a-clamp3 l u (Noise3 f) = Noise3 $ \s x y z -> clamp l u (f s x y z)+clamp3 = clampNoise {-# INLINE clamp3 #-}--instance (Num a) => Num (Noise3 a) where- Noise3 f + Noise3 g = Noise3 $ \s x y z -> f s x y z + g s x y z- {-# INLINE (+) #-}- Noise3 f * Noise3 g = Noise3 $ \s x y z -> f s x y z * g s x y z- {-# INLINE (*) #-}- abs (Noise3 f) = Noise3 $ \s x y z -> abs (f s x y z)- {-# INLINE abs #-}- signum (Noise3 f) = Noise3 $ \s x y z -> signum (f s x y z)- {-# INLINE signum #-}- fromInteger i = const3 (fromInteger i)- {-# INLINE fromInteger #-}- negate (Noise3 f) = Noise3 $ \s x y z -> negate (f s x y z)- {-# INLINE negate #-}--instance (Fractional a) => Fractional (Noise3 a) where- fromRational r = const3 (fromRational r)- {-# INLINE fromRational #-}- recip (Noise3 f) = Noise3 $ \s x y z -> recip (f s x y z)- {-# INLINE recip #-}--instance (Floating a) => Floating (Noise3 a) where- pi = const3 pi- {-# INLINE pi #-}- exp (Noise3 f) = Noise3 $ \s x y z -> exp (f s x y z)- {-# INLINE exp #-}- log (Noise3 f) = Noise3 $ \s x y z -> log (f s x y z)- {-# INLINE log #-}- sin (Noise3 f) = Noise3 $ \s x y z -> sin (f s x y z)- {-# INLINE sin #-}- cos (Noise3 f) = Noise3 $ \s x y z -> cos (f s x y z)- {-# INLINE cos #-}- asin (Noise3 f) = Noise3 $ \s x y z -> asin (f s x y z)- {-# INLINE asin #-}- acos (Noise3 f) = Noise3 $ \s x y z -> acos (f s x y z)- {-# INLINE acos #-}- atan (Noise3 f) = Noise3 $ \s x y z -> atan (f s x y z)- {-# INLINE atan #-}- sinh (Noise3 f) = Noise3 $ \s x y z -> sinh (f s x y z)- {-# INLINE sinh #-}- cosh (Noise3 f) = Noise3 $ \s x y z -> cosh (f s x y z)- {-# INLINE cosh #-}- asinh (Noise3 f) = Noise3 $ \s x y z -> asinh (f s x y z)- {-# INLINE asinh #-}- acosh (Noise3 f) = Noise3 $ \s x y z -> acosh (f s x y z)- {-# INLINE acosh #-}- atanh (Noise3 f) = Noise3 $ \s x y z -> atanh (f s x y z)- {-# INLINE atanh #-}
src/Numeric/Noise/Internal/Math.hs view
@@ -12,6 +12,7 @@ hermiteInterp, quinticInterp, clamp,+ fastRound, primeX, primeY, primeZ,@@ -20,6 +21,7 @@ infinity, g2, sqrt3,+ rotate3, valCoord2, valCoord3, gradCoord2,@@ -28,14 +30,28 @@ ) where import Data.Bits+import Data.Bool (bool) import Data.Int-import Data.Vector.Unboxed qualified as U+import Data.Primitive.PrimArray import Data.Word +-- | Seed value for deterministic noise generation.+--+-- Using the same 'Seed' value will produce the same noise pattern,+-- allowing for reproducible results. Different seed values produce+-- different, independent noise patterns.+--+-- Only the low 32 bits participate in hashing (matching FastNoiseLite's+-- @int@ seed): seeds that differ only in their upper 32 bits generate+-- identical noise. type Seed = Word64++-- | Internal hash value type used in noise calculations. type Hash = Int32 --- | monotonic lerp+-- | Linear interpolation between two values.+--+-- Monotonic lerp lerp :: (Num a) => a@@ -46,25 +62,97 @@ -- ^ parameter in range [0, 1] -> a lerp v0 v1 t = v0 + t * (v1 - v0)-{-# INLINE lerp #-}+{-# INLINE [1] lerp #-} --- | cubic interpolation+{-# RULES+"lerp/Float/0" forall (a :: Float) b.+ lerp a b 0 =+ a+"lerp/Double/0" forall (a :: Double) b.+ lerp a b 0 =+ a+"lerp/Float/1" forall (a :: Float) b.+ lerp a b 1 =+ b+"lerp/Double/1" forall (a :: Double) b.+ lerp a b 1 =+ b+"lerp/id" forall a t. lerp a a t = a+"lerp/compose/start" forall a b t u.+ lerp (lerp a b u) b t =+ lerp a b (u + t - t * u)+"lerp/compose/end" forall a b t u.+ lerp a (lerp a b u) t =+ lerp a b (t * u)+ #-}++-- | Cubic interpolation through four control points. cubicInterp :: (Num a) => a -> a -> a -> a -> a -> a-cubicInterp a b c d t =- let !p = (d - c) - (a - b)- in t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b-{-# INLINE cubicInterp #-}+cubicInterp a !b c d !t =+ let !c' = c - a+ !a' = a - b+ !p = (d - c) - a'+ !b' = a' - p+ in b + t * (c' + t * (b' + t * p))+{-# INLINE [1] cubicInterp #-} --- | hermite interpolation+{-# RULES+"cubicInterp/Float/0" forall (a :: Float) b c d.+ cubicInterp a b c d 0 =+ b+"cubicInterp/Double/0" forall (a :: Double) b c d.+ cubicInterp a b c d 0 =+ b+"cubicInterp/Float/1" forall (a :: Float) b c d.+ cubicInterp a b c d 1 =+ c+"cubicInterp/Double/1" forall (a :: Double) b c d.+ cubicInterp a b c d 1 =+ c+"cubicInterp/Float/0.5" forall (a :: Float) b c d.+ cubicInterp a b c d (0.5 :: Float) =+ 0.125 * (-a + 5 * b + 5 * c - d)+"cubicInterp/Double/0.5" forall (a :: Double) b c d.+ cubicInterp a b c d (0.5 :: Double) =+ 0.125 * (-a + 5 * b + 5 * c - d)+ #-}++-- | Hermite interpolation curve (smoothstep). hermiteInterp :: (Num a) => a -> a hermiteInterp t = t * t * (3 - 2 * t)-{-# INLINE hermiteInterp #-}+{-# INLINE [1] hermiteInterp #-} --- | quintic interpolation+{-# RULES+"hermiteInterp/Float/0" hermiteInterp (0 :: Float) = 0+"hermiteInterp/Double/0" hermiteInterp (0 :: Double) = 0+"hermiteInterp/Float/1" hermiteInterp (1 :: Float) = 1+"hermiteInterp/Double/1" hermiteInterp (1 :: Double) = 1+ #-}++-- | Quintic interpolation curve (smootherstep). quinticInterp :: (Num a) => a -> a quinticInterp t = t * t * t * (t * (t * 6 - 15) + 10)-{-# INLINE quinticInterp #-}+{-# INLINE [1] quinticInterp #-} +{-# RULES+"quinticInterp/Float/0"+ quinticInterp (0 :: Float) =+ 0+"quinticInterp/Double/0"+ quinticInterp (0 :: Double) =+ 0+"quinticInterp/Float/1"+ quinticInterp (1 :: Float) =+ 1+"quinticInterp/Double/1"+ quinticInterp (1 :: Double) =+ 1+ #-}++-- | Clamp a value to a specified range.+--+-- Returns the value if it's within bounds, otherwise returns+-- the nearest boundary. clamp :: (Ord a) => a@@ -74,12 +162,18 @@ -> a -- ^ value -> a-clamp l u v- | v < l = l- | v > u = u- | otherwise = v+clamp l u v = min (max v l) u {-# INLINE clamp #-} +-- | Round half away from zero, matching FastNoiseLite's @FastRound@.+--+-- 'round' rounds half to even and, more importantly, GHC lowers it to an+-- @rintFloat@ FFI call that dominates hot loops; 'truncate' compiles to an+-- inline @float2Int#@.+fastRound :: (RealFrac a) => a -> Hash+fastRound v = truncate (v + bool (-0.5) 0.5 (v >= 0))+{-# INLINE fastRound #-}+ primeX, primeY, primeZ :: Hash primeX = 501125321 {-# INLINE primeX #-}@@ -112,48 +206,73 @@ sqrt3 = 1.7320508075688772935274463415059 {-# INLINE sqrt3 #-} -valCoord2 :: (RealFrac a) => Word64 -> Hash -> Hash -> a+-- | Rotation for OpenSimplex2\/2S+rotate3 :: (Fractional a) => a -> a -> a -> (a, a, a)+rotate3 xo yo zo =+ let !r = (xo + yo + zo) * (2 / 3)+ in (r - xo, r - yo, r - zo)+{-# INLINE rotate3 #-}++valCoord2 :: (RealFrac a) => Seed -> Hash -> Hash -> a valCoord2 seed xPrimed yPrimed = let !hash = hash2 seed xPrimed yPrimed !val = (hash * hash) `xor` (hash `shiftL` 19)- in fromIntegral val / maxHash+ in fromIntegral val * recip (maxHash + 1) {-# INLINE valCoord2 #-} -valCoord3 :: (RealFrac a) => Word64 -> Hash -> Hash -> Hash -> a+valCoord3 :: (RealFrac a) => Seed -> Hash -> Hash -> Hash -> a valCoord3 seed xPrimed yPrimed zPrimed = let !hash = hash3 seed xPrimed yPrimed zPrimed !val = (hash * hash) `xor` (hash `shiftL` 19)- in fromIntegral val / maxHash+ in fromIntegral val * recip (maxHash + 1) {-# INLINE valCoord3 #-} gradCoord2 :: (RealFrac a) => Seed -> Hash -> Hash -> a -> a -> a gradCoord2 seed xPrimed yPrimed xd yd = let !hash = hash2 seed xPrimed yPrimed !ix = (hash `xor` (hash `shiftR` 15)) .&. 0xFE- !xg = grad2d `U.unsafeIndex` fromIntegral ix- !yg = grad2d `U.unsafeIndex` fromIntegral (ix .|. 1)- in xd * realToFrac xg + yd * realToFrac yg-{-# INLINE gradCoord2 #-}+ !xg = lookupGrad2 ix+ !yg = lookupGrad2 (ix .|. 1)+ in xd * xg + yd * yg+-- Phase 2 inlining ensures specialization happens after hash computation+-- but before gradient lookup, allowing REWRITE RULES to fire effectively+{-# INLINE [2] gradCoord2 #-} gradCoord3 :: (RealFrac a) => Seed -> Hash -> Hash -> Hash -> a -> a -> a -> a gradCoord3 seed xPrimed yPrimed zPrimed xd yd zd = let !hash = hash3 seed xPrimed yPrimed zPrimed !ix = (hash `xor` (hash `shiftR` 15)) .&. 0xFC- !xg = grad3d `U.unsafeIndex` fromIntegral ix- !yg = grad3d `U.unsafeIndex` fromIntegral (ix .|. 1)- !zg = grad3d `U.unsafeIndex` fromIntegral (ix .|. 2)- in xd * fromIntegral xg + yd * fromIntegral yg + zd * fromIntegral zg+ !xg = lookupGrad3 ix+ !yg = lookupGrad3 (ix .|. 1)+ !zg = lookupGrad3 (ix .|. 2)+ in xd * xg + yd * yg + zd * zg {-# INLINE gradCoord3 #-} maxHash :: (RealFrac a) => a-maxHash = realToFrac (maxBound @Hash)+maxHash = fromIntegral (maxBound @Hash) {-# INLINE maxHash #-} +lookupGrad2 :: (RealFrac a) => Hash -> a+lookupGrad2 = realToFrac . (grad2dd `indexPrimArray`) . fromIntegral+{-# INLINE [0] lookupGrad2 #-}++{-# RULES+"lookupGrad2/Float" forall (i :: Hash).+ lookupGrad2 i =+ indexPrimArray grad2df (fromIntegral i)+"lookupGrad2/Double" forall (i :: Hash).+ lookupGrad2 i =+ indexPrimArray grad2dd (fromIntegral i)+ #-}++grad2df :: PrimArray Float+grad2df = mapPrimArray realToFrac grad2dd+ {- ORMOLU_DISABLE -}--- >>> U.length grad2d == 256+-- >>> sizeofPrimArray grad2d == 256 -- True-grad2d :: U.Vector Float-grad2d =+grad2dd :: PrimArray Double+grad2dd = [ 0.130526192220052, 0.99144486137381 , 0.38268343236509 , 0.923879532511287, 0.608761429008721, 0.793353340291235, 0.793353340291235, 0.608761429008721, 0.923879532511287, 0.38268343236509 , 0.99144486137381 , 0.130526192220051, 0.99144486137381 , -0.130526192220051, 0.923879532511287, -0.38268343236509, 0.793353340291235, -0.60876142900872 , 0.608761429008721, -0.793353340291235, 0.38268343236509 , -0.923879532511287, 0.130526192220052, -0.99144486137381,@@ -188,10 +307,29 @@ -0.38268343236509 , -0.923879532511287, -0.923879532511287, -0.38268343236509 , -0.923879532511287, 0.38268343236509 , -0.38268343236509 , 0.923879532511287 ] --- >>> U.length grad3d == 256+{- ORMOLU_ENABLE -}++lookupGrad3 :: (RealFrac a) => Hash -> a+lookupGrad3 = realToFrac . (grad3dd `indexPrimArray`) . fromIntegral+{-# INLINE [0] lookupGrad3 #-}++{-# RULES+"lookupGrad3/Float" forall (i :: Hash).+ lookupGrad3 i =+ indexPrimArray grad3df (fromIntegral i)+"lookupGrad3/Double" forall (i :: Hash).+ lookupGrad3 i =+ indexPrimArray grad3dd (fromIntegral i)+ #-}++grad3df :: PrimArray Float+grad3df = mapPrimArray realToFrac grad3dd++{- ORMOLU_DISABLE -}+-- >>> sizeofPrimArray grad3d == 256 -- True-grad3d :: U.Vector Int-grad3d =+grad3dd :: PrimArray Double+grad3dd = [ 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0 , 1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0 , 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0
src/Numeric/Noise/OpenSimplex.hs view
@@ -1,5 +1,3 @@-{-# LANGUAGE Strict #-}- -- | -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com> -- Stability: experimental@@ -9,78 +7,149 @@ -- * 2D Noise noise2, noise2Base,++ -- * 3D Noise+ noise3,+ noise3Base, ) where +import Data.Bits (complement, shiftR, (.&.))+import Data.Bool (bool) import Numeric.Noise.Internal import Numeric.Noise.Internal.Math noise2 :: (RealFrac a) => Noise2 a-noise2 = Noise2 noise2Base+noise2 = mkNoise2 noise2Base {-# INLINE noise2 #-} noise2Base :: (RealFrac a) => Seed -> a -> a -> a noise2Base seed xo yo =- let f2 = 0.5 * (sqrt3 - 1)- to = (xo + yo) * f2- x = xo + to- y = yo + to+ let !f2 = 0.5 * (sqrt3 - 1)+ !to = (xo + yo) * f2+ !x = xo + to+ !y = yo + to - fx = floor x- fy = floor y- xi = x - fromIntegral fx- yi = y - fromIntegral fy+ !fx = floor x+ !fy = floor y+ !xi = x - fromIntegral fx+ !yi = y - fromIntegral fy - t = (xi + yi) * g2- x0 = xi - t- y0 = yi - t- i = fx * primeX- j = fy * primeY+ !t = (xi + yi) * g2+ !x0 = xi - t+ !y0 = yi - t+ !i = fx * primeX+ !j = fy * primeY - a = 0.5 - x0 * x0 - y0 * y0- n0- | a <= 0 = 0- | otherwise =- (a * a)- * (a * a)- * gradCoord2 seed i j x0 y0+ !a = 0.5 - x0 * x0 - y0 * y0+ n0 = attenuate a seed i j x0 y0 - n1- | y0 > x0 =- let ~x1 = x0 + g2- ~i1 = i- ~y1 = y0 + (g2 - 1)- ~j1 = j + primeY- ~b = 0.5 - x1 * x1 - y1 * y1- in if b <= 0- then 0- else- (b * b)- * (b * b)- * gradCoord2 seed i1 j1 x1 y1- | otherwise =- let ~x1 = x0 + (g2 - 1)- ~i1 = i + primeX- ~y1 = y0 + g2- ~j1 = j- ~b = 0.5 - x1 * x1 - y1 * y1- in if b <= 0- then 0- else- (b * b)- * (b * b)- * gradCoord2 seed i1 j1 x1 y1+ n1 =+ let gt = y0 > x0+ -- Select the constant-folded addend per branch (g2 or g2 - 1),+ -- reproducing FNL's `x0 + (float)G2` / `x0 + ((float)G2 - 1)`+ -- rounding. Arithmetic on the selector, e.g.+ -- (x0 + g2 - 1) + cond, rounds differently when |x0 + g2| < 1.+ x1 = x0 + bool (g2 - 1) g2 gt+ y1 = y0 + bool g2 (g2 - 1) gt+ i1 = i + bool primeX 0 gt+ j1 = j + bool 0 primeY gt+ b = 0.5 - x1 * x1 - y1 * y1+ in attenuate b seed i1 j1 x1 y1 - c =+ !n2 = let g2t = 1 - 2 * g2- in 2 * g2t * (1 / g2 - 2) * t- + (-2 * g2t * g2t + a)- n2- | c <= 0 = 0- | otherwise =- let ~x2 = x0 + (2 * g2 - 1)- ~y2 = y0 + (2 * g2 - 1)- in (c * c)- * (c * c)- * gradCoord2 seed (i + primeX) (j + primeY) x2 y2- in (n0 + n1 + n2) * 99.83685446303647-{-# INLINE noise2Base #-}+ c = 2 * g2t * (1 / g2 - 2) * t + (-2 * g2t * g2t + a)+ x2 = x0 + (2 * g2 - 1)+ y2 = y0 + (2 * g2 - 1)+ in attenuate c seed (i + primeX) (j + primeY) x2 y2+ in normalize $ n0 + n1 + n2+{-# INLINE [2] noise2Base #-}++attenuate :: (RealFrac a) => a -> Seed -> Hash -> Hash -> a -> a -> a+attenuate !vi seed i j x y =+ let !v = max 0 vi+ in (v * v) * (v * v) * gradCoord2 seed i j x y+{-# INLINE attenuate #-}++normalize :: (RealFrac a) => a -> a+normalize = (99.83685446303647 *)+{-# INLINE normalize #-}++noise3 :: (RealFrac a) => Noise3 a+noise3 = mkNoise3 noise3Base+{-# INLINE noise3 #-}++noise3Base :: forall a. (RealFrac a) => Seed -> a -> a -> a -> a+noise3Base seed0 xo yo zo =+ let !(x, y, z) = rotate3 xo yo zo++ !i0 = fastRound x+ !j0 = fastRound y+ !k0 = fastRound z+ !x0 = x - fromIntegral i0+ !y0 = y - fromIntegral j0+ !z0 = z - fromIntegral k0++ -- FNL: (int)(-1.0f - x0) | 1, i.e. -1 when the offset is >= 0+ !xns = bool 1 (-1) (x0 >= 0) :: Hash+ !yns = bool 1 (-1) (y0 >= 0) :: Hash+ !zns = bool 1 (-1) (z0 >= 0) :: Hash++ !ax0 = fromIntegral xns * negate x0+ !ay0 = fromIntegral yns * negate y0+ !az0 = fromIntegral zns * negate z0++ !ip = i0 * primeX+ !jp = j0 * primeY+ !kp = k0 * primeZ++ !a0 = (0.6 - x0 * x0) - (y0 * y0 + z0 * z0)++ !v0 = iteration seed0 a0 ip jp kp x0 y0 z0 ax0 ay0 az0 xns yns zns++ -- second lattice: reflect offsets, flip signs, complement the seed+ !ax1 = 0.5 - ax0+ !ay1 = 0.5 - ay0+ !az1 = 0.5 - az0+ !x1 = fromIntegral xns * ax1+ !y1 = fromIntegral yns * ay1+ !z1 = fromIntegral zns * az1+ !a1 = a0 + ((0.75 - ax1) - (ay1 + az1))+ !ip' = ip + ((xns `shiftR` 1) .&. primeX)+ !jp' = jp + ((yns `shiftR` 1) .&. primeY)+ !kp' = kp + ((zns `shiftR` 1) .&. primeZ)++ !v1 = iteration (complement seed0) a1 ip' jp' kp' x1 y1 z1 ax1 ay1 az1 (negate xns) (negate yns) (negate zns)+ in (v0 + v1) * 32.69428253173828125+ where+ -- one loop iteration of the FNL reference: the cell contribution plus one+ -- step along the dominant axis+ iteration+ :: Seed -> a -> Hash -> Hash -> Hash -> a -> a -> a -> a -> a -> a -> Hash -> Hash -> Hash -> a+ iteration !sd !a !i !j !k !x0 !y0 !z0 !ax !ay !az !xns !yns !zns =+ let !va+ | a > 0 = (a * a) * (a * a) * gradCoord3 sd i j k x0 y0 z0+ | otherwise = 0+ !b0 = a + 1+ !vb+ | ax >= ay && ax >= az =+ let !x1 = x0 + fromIntegral xns+ !b = b0 - fromIntegral (xns * 2) * x1+ in bContrib sd b (i - xns * primeX) j k x1 y0 z0+ | ay > ax && ay >= az =+ let !y1 = y0 + fromIntegral yns+ !b = b0 - fromIntegral (yns * 2) * y1+ in bContrib sd b i (j - yns * primeY) k x0 y1 z0+ | otherwise =+ let !z1 = z0 + fromIntegral zns+ !b = b0 - fromIntegral (zns * 2) * z1+ in bContrib sd b i j (k - zns * primeZ) x0 y0 z1+ in va + vb+ {-# INLINE iteration #-}++ bContrib :: Seed -> a -> Hash -> Hash -> Hash -> a -> a -> a -> a+ bContrib !sd !b !i !j !k !x1 !y1 !z1+ | b > 0 = (b * b) * (b * b) * gradCoord3 sd i j k x1 y1 z1+ | otherwise = 0+ {-# INLINE bContrib #-}+{-# INLINE [2] noise3Base #-}
src/Numeric/Noise/Perlin.hs view
@@ -1,5 +1,3 @@-{-# LANGUAGE Strict #-}- -- | -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com> -- Stability : experimental@@ -18,7 +16,7 @@ import Numeric.Noise.Internal.Math noise2 :: (RealFrac a) => Noise2 a-noise2 = Noise2 noise2Base+noise2 = mkNoise2 noise2Base {-# INLINE noise2 #-} noise2Base :: forall a. (RealFrac a) => Seed -> a -> a -> a@@ -39,8 +37,8 @@ x1p = x0p + primeX y1p = y0p + primeY- in 1.4247691104677813- * lerp+ in normalize2 $+ lerp ( lerp (gradCoord2 seed x0p y0p xd0 yd0) (gradCoord2 seed x1p y0p xd1 yd0)@@ -52,10 +50,14 @@ u ) v-{-# INLINE noise2Base #-}+{-# INLINE [2] noise2Base #-} +normalize2 :: (RealFrac a) => a -> a+normalize2 = (1.4247691104677813 *)+{-# INLINE normalize2 #-}+ noise3 :: (RealFrac a) => Noise3 a-noise3 = Noise3 noise3Base+noise3 = mkNoise3 noise3Base {-# INLINE noise3 #-} noise3Base :: (RealFrac a) => Seed -> a -> a -> a -> a@@ -82,8 +84,8 @@ x1p = x0p + primeX y1p = y0p + primeY z1p = z0p + primeZ- in 0.96492141485214233398437- * lerp+ in normalize3 $+ lerp ( lerp ( lerp (gradCoord3 seed x0p y0p z0p xd0 yd0 zd0)@@ -111,4 +113,8 @@ v ) w-{-# INLINE noise3Base #-}+{-# INLINE [2] noise3Base #-}++normalize3 :: (RealFrac a) => a -> a+normalize3 = (0.96492141485214233398437 *)+{-# INLINE normalize3 #-}
src/Numeric/Noise/SuperSimplex.hs view
@@ -4,20 +4,26 @@ -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com> -- Stability: experimental ----- This module implements a variation of OpenSimplex2 noise derived from FastNoiseLite.--- See openSimplex2S+-- This module implements a variation of OpenSimplex2S noise derived from+-- FastNoiseLite, exported from "Numeric.Noise" as 'Numeric.Noise.superSimplex2'+-- and 'Numeric.Noise.superSimplex3'. module Numeric.Noise.SuperSimplex ( -- * 2D Noise noise2, noise2Base,++ -- * 3D Noise+ noise3,+ noise3Base, ) where import Data.Bits+import Data.Bool (bool) import Numeric.Noise.Internal import Numeric.Noise.Internal.Math noise2 :: (RealFrac a) => Noise2 a-noise2 = Noise2 noise2Base+noise2 = mkNoise2 noise2Base {-# INLINE noise2 #-} noise2Base :: (RealFrac a) => Seed -> a -> a -> a@@ -60,89 +66,225 @@ let ~x2 = x0 + (3 * g2 - 2) ~y2 = y0 + (3 * g2 - 1) ~a2 = (2 / 3) - x2 * x2 - y2 * y2- in if a2 > 0- then- (a2 * a2)- * (a2 * a2)- * gradCoord2 seed (i + (primeX `shiftL` 1)) (j + primeY) x2 y2- else 0+ in attenuate a2 seed (i + (primeX `shiftL` 1)) (j + primeY) x2 y2 | otherwise = let ~x2 = x0 + g2 ~y2 = y0 + (g2 - 1) ~a2 = (2 / 3) - x2 * x2 - y2 * y2- in if a2 > 0- then- (a2 * a2)- * (a2 * a2)- * gradCoord2 seed i (j + primeY) x2 y2- else 0+ in attenuate a2 seed i (j + primeY) x2 y2+ ~vgy | yi - xmyi > 1 = let ~x3 = x0 + (3 * g2 - 1) ~y3 = y0 + (3 * g2 - 2) ~a3 = (2 / 3) - x3 * x3 - y3 * y3- in if a3 > 0- then- (a3 * a3)- * (a3 * a3)- * gradCoord2 seed (i + primeX) (j + (primeY `shiftL` 1)) x3 y3- else 0+ in attenuate a3 seed (i + primeX) (j + (primeY `shiftL` 1)) x3 y3 | otherwise = let ~x3 = x0 + (g2 - 1) ~y3 = y0 + g2 ~a3 = (2 / 3) - x3 * x3 - y3 * y3- in if a3 > 0- then- (a3 * a3)- * (a3 * a3)- * gradCoord2 seed (i + primeX) j x3 y3- else 0+ in attenuate a3 seed (i + primeX) j x3 y3 ~vlx | xi + xmyi < 0 = let ~x2 = x0 + (1 - g2) ~y2 = y0 - g2 ~a2 = (2 / 3) - x2 * x2 - y2 * y2- in if a2 > 0- then- (a2 * a2)- * (a2 * a2)- * gradCoord2 seed (i - primeX) j x2 y2- else 0+ in attenuate a2 seed (i - primeX) j x2 y2 | otherwise = let ~x2 = x0 + (g2 - 1) ~y2 = y0 + g2 ~a2 = (2 / 3) - x2 * x2 - y2 * y2- in if a2 > 0- then- (a2 * a2)- * (a2 * a2)- * gradCoord2 seed (i + primeX) j x2 y2- else 0+ in attenuate a2 seed (i + primeX) j x2 y2 ~vly | yi < xmyi = let ~x2 = x0 - g2 ~y2 = y0 - (g2 - 1) ~a2 = (2 / 3) - x2 * x2 - y2 * y2- in if a2 > 0- then- (a2 * a2)- * (a2 * a2)- * gradCoord2 seed i (j - primeY) x2 y2- else 0+ in attenuate a2 seed i (j - primeY) x2 y2 | otherwise = let ~x2 = x0 + g2 ~y2 = y0 + (g2 - 1) ~a2 = (2 / 3) - x2 * x2 - y2 * y2- in if a2 > 0- then- (a2 * a2)- * (a2 * a2)- * gradCoord2 seed i (j + primeY) x2 y2- else 0+ in attenuate a2 seed i (j + primeY) x2 y2 v2 | t > g2 = vgx + vgy | otherwise = vlx + vly- in (v0 + v1 + v2) * 18.24196194486065-{-# INLINE noise2Base #-}+ in normalize $ v0 + v1 + v2+{-# INLINE [2] noise2Base #-}++attenuate :: (RealFrac a) => a -> Seed -> Hash -> Hash -> a -> a -> a+attenuate !vi !seed !i !j !x !y =+ let !v = max 0 vi+ in (v * v) * (v * v) * gradCoord2 seed i j x y+{-# INLINE attenuate #-}++normalize :: (RealFrac a) => a -> a+normalize = (18.24196194486065 *)+{-# INLINE normalize #-}++noise3 :: (RealFrac a) => Noise3 a+noise3 = mkNoise3 noise3Base+{-# INLINE noise3 #-}++noise3Base :: (RealFrac a) => Seed -> a -> a -> a -> a+noise3Base seed xo yo zo =+ let (x, y, z) = rotate3 xo yo zo++ fi = floor x :: Hash+ fj = floor y :: Hash+ fk = floor z :: Hash+ xi = x - fromIntegral fi+ yi = y - fromIntegral fj+ zi = z - fromIntegral fk++ i = fi * primeX+ j = fj * primeY+ k = fk * primeZ+ seed2 = seed + 1293373++ -- FNL: (int)(-0.5f - xi), i.e. -1 when the offset is >= 0.5, else 0+ xnm = bool 0 (-1) (xi >= 0.5) :: Hash+ ynm = bool 0 (-1) (yi >= 0.5) :: Hash+ znm = bool 0 (-1) (zi >= 0.5) :: Hash++ x0 = xi + fromIntegral xnm+ y0 = yi + fromIntegral ynm+ z0 = zi + fromIntegral znm+ a0 = 0.75 - x0 * x0 - y0 * y0 - z0 * z0+ v0 =+ q a0+ * gradCoord3 seed (i + (xnm .&. primeX)) (j + (ynm .&. primeY)) (k + (znm .&. primeZ)) x0 y0 z0++ x1 = xi - 0.5+ y1 = yi - 0.5+ z1 = zi - 0.5+ a1 = 0.75 - x1 * x1 - y1 * y1 - z1 * z1+ v1 = q a1 * gradCoord3 seed2 (i + primeX) (j + primeY) (k + primeZ) x1 y1 z1++ xFlip0 = fromIntegral ((xnm .|. 1) `shiftL` 1) * x1+ yFlip0 = fromIntegral ((ynm .|. 1) `shiftL` 1) * y1+ zFlip0 = fromIntegral ((znm .|. 1) `shiftL` 1) * z1+ xFlip1 = fromIntegral (-2 - (xnm `shiftL` 2)) * x1 - 1.0+ yFlip1 = fromIntegral (-2 - (ynm `shiftL` 2)) * y1 - 1.0+ zFlip1 = fromIntegral (-2 - (znm `shiftL` 2)) * z1 - 1.0++ a2 = xFlip0 + a0+ ~(vX, skip5)+ | a2 > 0 =+ let ~x2 = x0 - fromIntegral (xnm .|. 1)+ in ( q a2+ * gradCoord3 seed (i + (complement xnm .&. primeX)) (j + (ynm .&. primeY)) (k + (znm .&. primeZ)) x2 y0 z0+ , False+ )+ | otherwise =+ let a3 = yFlip0 + zFlip0 + a0+ ~v3+ | a3 > 0 =+ let ~y3 = y0 - fromIntegral (ynm .|. 1)+ ~z3 = z0 - fromIntegral (znm .|. 1)+ in q a3+ * gradCoord3 seed (i + (xnm .&. primeX)) (j + (complement ynm .&. primeY)) (k + (complement znm .&. primeZ)) x0 y3 z3+ | otherwise = 0+ a4 = xFlip1 + a1+ ~(v4, sk)+ | a4 > 0 =+ let ~x4 = fromIntegral (xnm .|. 1) + x1+ in ( q a4+ * gradCoord3 seed2 (i + (xnm .&. (primeX * 2))) (j + primeY) (k + primeZ) x4 y1 z1+ , True+ )+ | otherwise = (0, False)+ in (v3 + v4, sk)++ a6 = yFlip0 + a0+ ~(vY, skip9)+ | a6 > 0 =+ let ~y6 = y0 - fromIntegral (ynm .|. 1)+ in ( q a6+ * gradCoord3 seed (i + (xnm .&. primeX)) (j + (complement ynm .&. primeY)) (k + (znm .&. primeZ)) x0 y6 z0+ , False+ )+ | otherwise =+ let a7 = xFlip0 + zFlip0 + a0+ ~v7+ | a7 > 0 =+ let ~x7 = x0 - fromIntegral (xnm .|. 1)+ ~z7 = z0 - fromIntegral (znm .|. 1)+ in q a7+ * gradCoord3 seed (i + (complement xnm .&. primeX)) (j + (ynm .&. primeY)) (k + (complement znm .&. primeZ)) x7 y0 z7+ | otherwise = 0+ a8 = yFlip1 + a1+ ~(v8, sk)+ | a8 > 0 =+ let ~y8 = fromIntegral (ynm .|. 1) + y1+ in ( q a8+ * gradCoord3 seed2 (i + primeX) (j + (ynm .&. (primeY `shiftL` 1))) (k + primeZ) x1 y8 z1+ , True+ )+ | otherwise = (0, False)+ in (v7 + v8, sk)++ aA = zFlip0 + a0+ ~(vZ, skipD)+ | aA > 0 =+ let ~zA = z0 - fromIntegral (znm .|. 1)+ in ( q aA+ * gradCoord3 seed (i + (xnm .&. primeX)) (j + (ynm .&. primeY)) (k + (complement znm .&. primeZ)) x0 y0 zA+ , False+ )+ | otherwise =+ let aB = xFlip0 + yFlip0 + a0+ ~vB+ | aB > 0 =+ let ~xB = x0 - fromIntegral (xnm .|. 1)+ ~yB = y0 - fromIntegral (ynm .|. 1)+ in q aB+ * gradCoord3 seed (i + (complement xnm .&. primeX)) (j + (complement ynm .&. primeY)) (k + (znm .&. primeZ)) xB yB z0+ | otherwise = 0+ aC = zFlip1 + a1+ ~(vC, sk)+ | aC > 0 =+ let ~zC = fromIntegral (znm .|. 1) + z1+ in ( q aC+ * gradCoord3 seed2 (i + primeX) (j + primeY) (k + (znm .&. (primeZ `shiftL` 1))) x1 y1 zC+ , True+ )+ | otherwise = (0, False)+ in (vB + vC, sk)++ ~v5+ | not skip5+ , a5 <- yFlip1 + zFlip1 + a1+ , a5 > 0 =+ let ~y5 = fromIntegral (ynm .|. 1) + y1+ ~z5 = fromIntegral (znm .|. 1) + z1+ in q a5+ * gradCoord3 seed2 (i + primeX) (j + (ynm .&. (primeY `shiftL` 1))) (k + (znm .&. (primeZ `shiftL` 1))) x1 y5 z5+ | otherwise = 0++ ~v9+ | not skip9+ , a9 <- xFlip1 + zFlip1 + a1+ , a9 > 0 =+ let ~x9 = fromIntegral (xnm .|. 1) + x1+ ~z9 = fromIntegral (znm .|. 1) + z1+ in q a9+ * gradCoord3 seed2 (i + (xnm .&. (primeX * 2))) (j + primeY) (k + (znm .&. (primeZ `shiftL` 1))) x9 y1 z9+ | otherwise = 0++ ~vD+ | not skipD+ , aD <- xFlip1 + yFlip1 + a1+ , aD > 0 =+ let ~xD = fromIntegral (xnm .|. 1) + x1+ ~yD = fromIntegral (ynm .|. 1) + y1+ in q aD+ * gradCoord3 seed2 (i + (xnm .&. (primeX `shiftL` 1))) (j + (ynm .&. (primeY `shiftL` 1))) (k + primeZ) xD yD z1+ | otherwise = 0+ in (v0 + v1 + vX + vY + vZ + v5 + v9 + vD) * 9.046026385208288+ where+ q a = (a * a) * (a * a)+ {-# INLINE q #-}+{-# INLINE [2] noise3Base #-}
src/Numeric/Noise/Value.hs view
@@ -1,5 +1,3 @@-{-# LANGUAGE Strict #-}- -- | -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com> -- Stability: experimental@@ -20,7 +18,7 @@ import Numeric.Noise.Internal.Math noise2 :: (RealFrac a) => Noise2 a-noise2 = Noise2 noise2Base+noise2 = mkNoise2 noise2Base {-# INLINE noise2 #-} noise2Base :: (RealFrac a) => Seed -> a -> a -> a@@ -48,10 +46,10 @@ xs ) ys-{-# INLINE noise2Base #-}+{-# INLINE [2] noise2Base #-} noise3 :: (RealFrac a) => Noise3 a-noise3 = Noise3 noise3Base+noise3 = mkNoise3 noise3Base {-# INLINE noise3 #-} noise3Base :: (RealFrac a) => Seed -> a -> a -> a -> a@@ -99,4 +97,4 @@ ys ) zs-{-# INLINE noise3Base #-}+{-# INLINE [2] noise3Base #-}
src/Numeric/Noise/ValueCubic.hs view
@@ -1,5 +1,3 @@-{-# LANGUAGE Strict #-}- -- | -- Maintainer: Jeremy Nuttall <jeremy@jeremy-nuttall.com> -- Stability : experimental@@ -18,7 +16,7 @@ import Numeric.Noise.Internal.Math noise2 :: (RealFrac a) => Noise2 a-noise2 = Noise2 noise2Base+noise2 = mkNoise2 noise2Base {-# INLINE noise2 #-} noise2Base :: (RealFrac a) => Seed -> a -> a -> a@@ -68,10 +66,10 @@ xs ) ys-{-# INLINE noise2Base #-}+{-# INLINE [2] noise2Base #-} noise3 :: (RealFrac a) => Noise3 a-noise3 = Noise3 noise3Base+noise3 = mkNoise3 noise3Base {-# INLINE noise3 #-} noise3Base :: (RealFrac a) => Seed -> a -> a -> a -> a@@ -223,4 +221,4 @@ ys ) zs-{-# INLINE noise3Base #-}+{-# INLINE [2] noise3Base #-}
+ test/CellularSpec.hs view
@@ -0,0 +1,67 @@+{-# LANGUAGE OverloadedStrings #-}++module CellularSpec (test_golden_cellular) where++import Golden.Util+import Numeric.Noise+import Test.Tasty (TestTree, testGroup)++test_golden_cellular :: TestTree+test_golden_cellular =+ testGroup+ "Cellular Golden Tests"+ [ testGroup "Grid Tests" cellularGridTests+ , testGroup "Sparse Tests" cellularSparseTests+ , testGroup "3D Grid Tests" cellular3DGridTests+ , testGroup "3D Sparse Tests" cellular3DSparseTests+ ]++-- All combinations of distance functions and result types+allCellularConfigs :: [(CellularDistanceFn, CellularResult)]+allCellularConfigs = [(df, rt) | df <- [minBound .. maxBound], rt <- [minBound .. maxBound]]++cellularGridTests :: [TestTree]+cellularGridTests =+ [ goldenImageTest2D "cellular" variant (cellular2 config) seed+ | (distFn, result) <- allCellularConfigs+ , let config = defaultCellularConfig{cellularDistanceFn = distFn, cellularResult = result}+ , seed <- cellularSeeds+ , let variant = show distFn ++ "-" <> show result <> "-seed" ++ show seed+ ]++cellularSparseTests :: [TestTree]+cellularSparseTests =+ [ goldenSparseTest2D "cellular" variant (cellular2 config) seed+ | (distFn, result) <- allCellularConfigs+ , let config = defaultCellularConfig{cellularDistanceFn = distFn, cellularResult = result}+ , seed <- cellularSeeds+ , let variant = show distFn <> "-" <> show result <> "-seed" ++ show seed+ ]++-- Full 3D image goldens would add ~200 PNGs; sparse JSON covers the whole+-- config matrix, images sample one distance function across result shapes.+cellular3DImageConfigs :: [(CellularDistanceFn, CellularResult)]+cellular3DImageConfigs =+ [ (DistEuclidean, CellValue)+ , (DistEuclidean, Distance)+ , (DistEuclidean, Distance2Add)+ ]++cellular3DGridTests :: [TestTree]+cellular3DGridTests =+ [ goldenImageTest3D "cellular" variant (cellular3 config) seed zOffset+ | (distFn, result) <- cellular3DImageConfigs+ , let config = defaultCellularConfig{cellularDistanceFn = distFn, cellularResult = result}+ , seed <- cellularSeeds+ , (idx, zOffset) <- zip [0 :: Int ..] sliceOffsets3D+ , let variant = "3d-" <> show distFn <> "-" <> show result <> "-seed_" <> show seed <> "-slice_" <> show idx+ ]++cellular3DSparseTests :: [TestTree]+cellular3DSparseTests =+ [ goldenSparseTest3D "cellular" variant (cellular3 config) seed+ | (distFn, result) <- allCellularConfigs+ , let config = defaultCellularConfig{cellularDistanceFn = distFn, cellularResult = result}+ , seed <- cellularSeeds+ , let variant = "3d-" <> show distFn <> "-" <> show result <> "-seed" <> show seed+ ]
+ test/FractalSpec.hs view
@@ -0,0 +1,68 @@+{-# LANGUAGE OverloadedStrings #-}++module FractalSpec (test_golden_fractal) where++import Golden.Util+import Numeric.Noise+import Test.Tasty (TestTree, testGroup)++test_golden_fractal :: TestTree+test_golden_fractal =+ testGroup+ "Fractal Golden Tests"+ [ testGroup "2D Grid Tests" fractal2DGridTests+ , testGroup "2D Sparse Tests" fractal2DSparseTests+ , testGroup "3D Grid Tests" fractal3DGridTests+ , testGroup "3D Sparse Tests" fractal3DSparseTests+ ]++-- Fractal types to test+data FractalType = FBM | Billow | Ridged | PingPong+ deriving (Show, Eq, Enum, Bounded)++-- Apply the fractal type to a 2D noise function+applyFractal2D :: FractalType -> Noise2 Double -> Noise2 Double+applyFractal2D FBM = fractal2 defaultFractalConfig+applyFractal2D Billow = billow2 defaultFractalConfig+applyFractal2D Ridged = ridged2 defaultFractalConfig+applyFractal2D PingPong = pingPong2 defaultFractalConfig defaultPingPongStrength++-- Apply the fractal type to a 3D noise function+applyFractal3D :: FractalType -> Noise3 Double -> Noise3 Double+applyFractal3D FBM = fractal3 defaultFractalConfig+applyFractal3D Billow = billow3 defaultFractalConfig+applyFractal3D Ridged = ridged3 defaultFractalConfig+applyFractal3D PingPong = pingPong3 defaultFractalConfig defaultPingPongStrength++fractal2DGridTests :: [TestTree]+fractal2DGridTests =+ [ goldenImageTest2D "fractal" variant (applyFractal2D fractalType perlin2) seed+ | fractalType <- [minBound .. maxBound]+ , seed <- cellularSeeds+ , let variant = show fractalType ++ "-perlin-2d-seed" ++ show seed+ ]++fractal2DSparseTests :: [TestTree]+fractal2DSparseTests =+ [ goldenSparseTest2D "fractal" variant (applyFractal2D fractalType perlin2) seed+ | fractalType <- [minBound .. maxBound]+ , seed <- cellularSeeds+ , let variant = show fractalType ++ "-perlin-2d-seed" ++ show seed+ ]++fractal3DGridTests :: [TestTree]+fractal3DGridTests =+ [ goldenImageTest3D "fractal" variant (applyFractal3D fractalType perlin3) seed zOffset+ | fractalType <- [minBound .. maxBound]+ , seed <- cellularSeeds+ , (idx, zOffset) <- zip [0 :: Int ..] sliceOffsets3D+ , let variant = show fractalType ++ "-perlin-3d-seed_" ++ show seed ++ "-slice_" ++ show idx+ ]++fractal3DSparseTests :: [TestTree]+fractal3DSparseTests =+ [ goldenSparseTest3D "fractal" variant (applyFractal3D fractalType perlin3) seed+ | fractalType <- [minBound .. maxBound]+ , seed <- cellularSeeds+ , let variant = show fractalType ++ "-perlin-3d-seed" ++ show seed+ ]
+ test/Golden/Util.hs view
@@ -0,0 +1,387 @@+{-# LANGUAGE OverloadedStrings #-}++-- | Utilities for golden testing of noise functions+module Golden.Util (+ -- * Test configuration+ defaultSeeds,+ cellularSeeds,+ sliceOffsets3D,++ -- * Grid generation+ generateGrid2D,+ generateGrid3D,++ -- * Sparse sampling+ SparseTest (..),+ generateSparse2D,+ generateSparse3D,++ -- * High-level test builders+ goldenImageTest2D,+ goldenImageTest3D,+ goldenSparseTest2D,+ goldenSparseTest3D,++ -- * Convenience batch functions+ golden2DImageTests,+ golden2DSparseTests,+ golden3DImageTests,+ golden3DSparseTests,+) where++import Codec.Picture+import Control.Monad+import Data.Aeson (FromJSON, ToJSON)+import Data.Aeson.Encode.Pretty (encodePretty)+import Data.ByteString qualified as BS+import Data.ByteString.Lazy qualified as LB+import Data.Massiv.Array (Array, B (..), Comp (..), Ix2 (..), Ix3, IxN (..), Sz (..))+import Data.Massiv.Array qualified as M+import Data.Text.Lazy qualified as LT+import Data.Text.Lazy.Encoding qualified as LT+import Foreign.C (eNOENT)+import Foreign.C.Error (errnoToIOError)+import GHC.Generics (Generic)+import Numeric.Noise (Noise2, Noise3, Seed, noise2At, noise3At, sliceZ3)+import System.Directory+import System.Exit+import System.FilePath+import System.Process.Typed qualified as PT+import Test.Tasty (TestName, TestTree, askOption)+import Test.Tasty.Golden+import Test.Tasty.Golden.Advanced (goldenTest2)++defaultSeeds :: [Seed]+defaultSeeds = [0, 42, 12345]++cellularSeeds :: [Seed]+cellularSeeds = [0, 42]++width2D, height2D :: Int+width2D = 1024+height2D = 1024++width3D, height3D :: Int+width3D = 256+height3D = 256++-- | Z-offsets for 3D slicing (fractional positions avoiding edges)+sliceOffsets3D :: [Double]+sliceOffsets3D = [0.125, 0.375, 0.625, 0.875]++data SparseTest a = SparseTest+ { coordinates :: [a]+ , expected :: a+ }+ deriving (Eq, Show, Generic)++instance (FromJSON a) => FromJSON (SparseTest a)+instance (ToJSON a) => ToJSON (SparseTest a)++-- | Generate a 2D noise grid using massiv+generateGrid2D+ :: Noise2 Double+ -> Seed+ -> Int+ -- ^ Width+ -> Int+ -- ^ Height+ -> Array B Ix2 Double+generateGrid2D noise seed width height =+ M.makeArray Par (Sz2 height width) $ \(row :. col) ->+ let x = fromIntegral col / fromIntegral width+ y = fromIntegral row / fromIntegral height+ in noise2At noise seed x y+{-# INLINE generateGrid2D #-}++-- | Generate a 3D noise grid using massiv+generateGrid3D+ :: Noise3 Double+ -> Seed+ -> Int+ -- ^ Width+ -> Int+ -- ^ Height+ -> Int+ -- ^ Depth+ -> Array B Ix3 Double+generateGrid3D noise seed width height depth =+ M.makeArray Par (Sz3 depth height width) $ \(d :> row :. col) ->+ let x = fromIntegral col / fromIntegral width+ y = fromIntegral row / fromIntegral height+ z = fromIntegral d / fromIntegral depth+ in noise3At noise seed x y z+{-# INLINE generateGrid3D #-}++-- | Convert a 2D noise grid to a grayscale PNG image+-- Maps noise values from [-1, 1] to pixel values [0, 255]+noiseGridToImage :: Array B Ix2 Double -> Image Pixel8+noiseGridToImage arr =+ let Sz2 height width = M.size arr+ getPixel x y =+ let val = arr M.! (y :. x)+ -- Map [-1, 1] to [0, 255]+ normalized = (val + 1.0) / 2.0+ clamped = max 0.0 (min 1.0 normalized)+ in round (clamped * 255.0)+ in generateImage getPixel width height+{-# INLINE noiseGridToImage #-}++-- | Strategic test points for 2D noise+-- Includes corners, edges, zero, unit values, negatives, and fractional coordinates+sparseTestPoints2D :: [(Double, Double)]+sparseTestPoints2D =+ [ -- Corners and edges+ (0.0, 0.0)+ , (1.0, 1.0)+ , (0.0, 1.0)+ , (1.0, 0.0)+ , -- Negative values+ (-1.0, -1.0)+ , (-1.0, 0.0)+ , (0.0, -1.0)+ , (-1.0, 1.0)+ , (1.0, -1.0)+ , -- Fractional coordinates+ (0.5, 0.5)+ , (0.25, 0.75)+ , (0.75, 0.25)+ , (0.1, 0.9)+ , (0.9, 0.1)+ , -- Larger values+ (10.0, 10.0)+ , (100.0, 100.0)+ , (-10.0, -10.0)+ , (5.5, 7.3)+ , (-3.2, 4.7)+ , -- Edge cases+ (1.0e-10, 1.0e-10)+ , -- More varied points+ (2.5, 3.7)+ , (-5.2, 8.9)+ , (12.34, -56.78)+ , (0.123, 0.456)+ , (0.789, 0.321)+ , (-0.5, -0.5)+ , (0.5, -0.5)+ , (-0.5, 0.5)+ , -- Prime-like coordinates for good distribution+ (2.0, 3.0)+ , (5.0, 7.0)+ , (11.0, 13.0)+ , (17.0, 19.0)+ , (23.0, 29.0)+ , (31.0, 37.0)+ , (41.0, 43.0)+ , (47.0, 53.0)+ , -- Diagonal patterns+ (2.0, 2.0)+ , (3.0, 3.0)+ , (-2.0, -2.0)+ , -- Anti-diagonal+ (2.0, -2.0)+ , (-2.0, 2.0)+ , -- Discontinuity+ (0.999999, 0.999999)+ , (0.000001, 0.000001)+ , (0.999999999, 0.999999999)+ , (1.000000001, 1.000000001)+ , -- Powers of two+ (256.0, 256.0)+ , (1024.0, 1024.1)+ , (65536.5, 65536.5)+ , -- Large inputs+ (10000.0, 10000.0)+ , (10000.1, 10000.1)+ ]++-- | Strategic test points for 3D noise+sparseTestPoints3D :: [(Double, Double, Double)]+sparseTestPoints3D =+ [ -- Corners+ (0.0, 0.0, 0.0)+ , (1.0, 1.0, 1.0)+ , (0.0, 0.0, 1.0)+ , (0.0, 1.0, 0.0)+ , (1.0, 0.0, 0.0)+ , (0.0, 1.0, 1.0)+ , (1.0, 0.0, 1.0)+ , (1.0, 1.0, 0.0)+ , -- Negative corners+ (-1.0, -1.0, -1.0)+ , (-1.0, -1.0, 1.0)+ , (-1.0, 1.0, -1.0)+ , (1.0, -1.0, -1.0)+ , -- Fractional center and edges+ (0.5, 0.5, 0.5)+ , (0.25, 0.5, 0.75)+ , (0.75, 0.25, 0.5)+ , -- Larger values+ (10.0, 10.0, 10.0)+ , (100.0, 100.0, 100.0)+ , (-10.0, -10.0, -10.0)+ , -- Varied points+ (2.5, 3.7, 4.2)+ , (-5.2, 8.9, -3.1)+ , (1.23, -4.56, 7.89)+ , -- Edge cases+ (1.0e-10, 1.0e-10, 1.0e-10)+ , -- Mixed signs+ (1.0, -1.0, 1.0)+ , (-1.0, 1.0, -1.0)+ , (1.0, 1.0, -1.0)+ , (-1.0, -1.0, 1.0)+ , -- Prime-like distribution+ (2.0, 3.0, 5.0)+ , (7.0, 11.0, 13.0)+ , (17.0, 19.0, 23.0)+ ]++-- | Generate sparse test samples for 2D noise+generateSparse2D :: Noise2 Double -> Seed -> [SparseTest Double]+generateSparse2D noise seed =+ map (\(x, y) -> SparseTest [x, y] (noise2At noise seed x y)) sparseTestPoints2D++-- | Generate sparse test samples for 3D noise+generateSparse3D :: Noise3 Double -> Seed -> [SparseTest Double]+generateSparse3D noise seed =+ map (\(x, y, z) -> SparseTest [x, y, z] (noise3At noise seed x y z)) sparseTestPoints3D++-- -----------------------------------------------------------------------------+-- High-level test builders+-- -----------------------------------------------------------------------------++goldenDir :: FilePath+goldenDir = "test-data" </> "golden"++goldenImageTest :: String -> String -> (String -> IO ()) -> TestTree+goldenImageTest noiseName variant act =+ let testName = noiseName <> " " <> variant+ imageRoot = goldenDir </> "images" </> noiseName+ goldenPath = imageRoot </> variant <.> "png"+ actualPath = imageRoot </> variant <.> "actual" <.> "png"+ in goldenVsImage+ testName+ goldenPath+ actualPath+ (createDirectoryIfMissing True imageRoot >> act actualPath)++-- This is more-or-less the same as goldenVsFileDiff, but it doesn't share stdio with+-- the child process, which is pretty important because odiff doesn't have a quiet option+goldenVsImage :: TestName -> FilePath -> FilePath -> IO () -> TestTree+goldenVsImage name ref new act = askOption $ \sizeCutoff ->+ goldenTest2+ name+ throwIfDoesNotExist+ act+ (\_ _ -> runDiff sizeCutoff)+ update+ delete+ where+ throwIfDoesNotExist = do+ exists <- doesFileExist ref+ unless exists $+ ioError $+ errnoToIOError "goldenVsFileDiff" eNOENT Nothing Nothing+ runDiff+ :: SizeCutoff+ -> IO (Maybe String)+ runDiff sizeCutoff = do+ let (refName, refExt) = splitExtension ref+ proc =+ PT.proc+ "odiff"+ [ "-t"+ , "0.004" -- Tolerate roughly +/- 1 error for 8-bit grayscale.+ , "--diff-overlay"+ , "--fail-on-layout"+ , "--output-diff-lines"+ , ref+ , new+ , refName <.> "diff" <.> refExt+ ]+ procConf = PT.setStdin PT.closed proc++ (exitCode, out) <- PT.readProcessInterleaved procConf+ return $ case exitCode of+ ExitSuccess -> Nothing+ _ -> Just . LT.unpack . LT.decodeUtf8 . truncateLargeOutput sizeCutoff $ out+ truncateLargeOutput (SizeCutoff n) str =+ if LB.length str <= n+ then str+ else+ LB.take n str+ <> "<truncated>"+ <> "\nUse --accept or increase --size-cutoff to see full output."+ update _ = do+ f <- BS.readFile new+ createDirectoriesAndWriteFile ref (LB.fromStrict f)+ delete = removeFile new++goldenImageTest2D :: String -> String -> Noise2 Double -> Seed -> TestTree+goldenImageTest2D noiseName variant noise seed = goldenImageTest noiseName variant $ \path -> do+ let grid = generateGrid2D noise seed width2D height2D+ img = noiseGridToImage grid+ savePngImage path (ImageY8 img)++goldenImageTest3D :: String -> String -> Noise3 Double -> Seed -> Double -> TestTree+goldenImageTest3D noiseName variant noise seed zOffset = goldenImageTest noiseName variant $ \path -> do+ let grid2D = generateGrid2D (sliceZ3 zOffset noise) seed width3D height3D+ img = noiseGridToImage grid2D+ savePngImage path (ImageY8 img)++goldenSparseTest :: String -> String -> (String -> IO ()) -> TestTree+goldenSparseTest noiseName variant act =+ let testName = noiseName <> " " <> variant <> " (sparse)"+ jsonRoot = goldenDir </> "sparse" </> noiseName+ goldenPath = jsonRoot </> variant <.> "json"+ actualPath = jsonRoot </> variant <.> "actual" <.> "json"+ in goldenVsFileDiff+ testName+ (\ref new -> ["diff", "-u", ref, new])+ goldenPath+ actualPath+ (createDirectoryIfMissing True jsonRoot >> act actualPath)++goldenSparseTest2D :: String -> String -> Noise2 Double -> Seed -> TestTree+goldenSparseTest2D noiseName variant noise seed = goldenSparseTest noiseName variant $ \path -> do+ let samples = generateSparse2D noise seed+ json = encodePretty samples+ LB.writeFile path json++goldenSparseTest3D :: String -> String -> Noise3 Double -> Seed -> TestTree+goldenSparseTest3D noiseName variant noise seed = goldenSparseTest noiseName variant $ \path -> do+ let samples = generateSparse3D noise seed+ json = encodePretty samples+ LB.writeFile path json++labelBatch :: (Show a) => String -> a -> String+labelBatch dim seed = dim <> "-seed_" <> show seed++labelBatch3D :: Seed -> Int -> String+labelBatch3D seed sliceIdx = "3d-seed_" <> show seed <> "-slice_" <> show sliceIdx++golden2DImageTests :: String -> [Seed] -> Noise2 Double -> [TestTree]+golden2DImageTests noiseName seeds noise =+ [ goldenImageTest2D noiseName (labelBatch "2d" seed) noise seed+ | seed <- seeds+ ]++golden2DSparseTests :: String -> [Seed] -> Noise2 Double -> [TestTree]+golden2DSparseTests noiseName seeds noise =+ [ goldenSparseTest2D noiseName (labelBatch "2d" seed) noise seed+ | seed <- seeds+ ]++golden3DImageTests :: String -> [Seed] -> Noise3 Double -> [TestTree]+golden3DImageTests noiseName seeds noise =+ [ goldenImageTest3D noiseName (labelBatch3D seed idx) noise seed zOffset+ | seed <- seeds+ , (idx, zOffset) <- zip [0 ..] sliceOffsets3D+ ]++golden3DSparseTests :: String -> [Seed] -> Noise3 Double -> [TestTree]+golden3DSparseTests noiseName seeds noise =+ [ goldenSparseTest3D noiseName (labelBatch "3d" seed) noise seed+ | seed <- seeds+ ]
test/Noise2Spec.hs view
@@ -1,7 +1,6 @@ module Noise2Spec where import Numeric.Noise-import Numeric.Noise.Internal seed :: Seed seed = 55@@ -25,12 +24,12 @@ prop_0_is_additive_identity :: Rational -> Rational -> Rational -> Bool prop_0_is_additive_identity v x y = let n1 = const2 v- in noise2At (n1 + fromInteger 0) seed x y == noise2At n1 seed x y+ in noise2At (n1 + 0) seed x y == noise2At n1 seed x y prop_negate_is_additive_inverse :: Rational -> Rational -> Rational -> Bool prop_negate_is_additive_inverse v x y = let n1 = const2 v- in noise2At (n1 + negate n1) seed x y == 0+ in noise2At (n1 - n1) seed x y == 0 prop_multiplication :: Rational -> Rational -> Bool prop_multiplication x y = noise2At (const2 x * const2 y) seed x y == x * y@@ -41,8 +40,3 @@ n2 = const2 2027 n3 = const2 2069 in noise2At ((n1 * n2) * n3) seed x y == noise2At (n1 * (n2 * n3)) seed x y--prop_1_is_multiplicative_identity :: Rational -> Rational -> Rational -> Bool-prop_1_is_multiplicative_identity v x y =- let n1 = const2 v- in noise2At (n1 * fromInteger 1) seed x y == v
test/Noise3Spec.hs view
@@ -1,7 +1,6 @@ module Noise3Spec where import Numeric.Noise-import Numeric.Noise.Internal seed :: Seed seed = 2381@@ -26,12 +25,12 @@ prop_0_is_additive_identity :: Rational -> Rational -> Rational -> Rational -> Bool prop_0_is_additive_identity v x y z = let n1 = const3 v- in noise3At (n1 + fromInteger 0) seed x y z == noise3At n1 seed x y z+ in noise3At (n1 + 0) seed x y z == noise3At n1 seed x y z prop_negate_is_additive_inverse :: Rational -> Rational -> Rational -> Rational -> Bool prop_negate_is_additive_inverse v x y z = let n1 = const3 v- in noise3At (n1 + negate n1) seed x y z == 0+ in noise3At (n1 - n1) seed x y z == 0 prop_multiplication :: Rational -> Rational -> Rational -> Bool prop_multiplication x y z =@@ -47,4 +46,4 @@ prop_1_is_multiplicative_identity :: Rational -> Rational -> Rational -> Rational -> Bool prop_1_is_multiplicative_identity v x y z = let n1 = const3 v- in noise3At (n1 * fromInteger 1) seed x y z == v+ in noise3At (n1 * 1) seed x y z == v
+ test/OpenSimplexSpec.hs view
@@ -0,0 +1,29 @@+{-# LANGUAGE OverloadedStrings #-}++module OpenSimplexSpec (test_golden_opensimplex) where++import Golden.Util+import Numeric.Noise+import Test.Tasty (TestTree, testGroup)++test_golden_opensimplex :: TestTree+test_golden_opensimplex =+ testGroup+ "OpenSimplex Golden Tests"+ [ testGroup "2D Grid Tests" openSimplex2DGridTests+ , testGroup "2D Sparse Tests" openSimplex2DSparseTests+ , testGroup "3D Grid Tests" openSimplex3DGridTests+ , testGroup "3D Sparse Tests" openSimplex3DSparseTests+ ]++openSimplex2DGridTests :: [TestTree]+openSimplex2DGridTests = golden2DImageTests "opensimplex" defaultSeeds openSimplex2++openSimplex2DSparseTests :: [TestTree]+openSimplex2DSparseTests = golden2DSparseTests "opensimplex" defaultSeeds openSimplex2++openSimplex3DGridTests :: [TestTree]+openSimplex3DGridTests = golden3DImageTests "opensimplex" defaultSeeds openSimplex3++openSimplex3DSparseTests :: [TestTree]+openSimplex3DSparseTests = golden3DSparseTests "opensimplex" defaultSeeds openSimplex3
test/PerlinSpec.hs view
@@ -1,6 +1,9 @@ module PerlinSpec where +import GHC.Exts (noinline)+import Golden.Util import Numeric.Noise+import Test.Tasty (TestTree, testGroup) seed :: Seed seed = 82384@@ -12,8 +15,32 @@ prop_noise2_addition_associative :: Rational -> Rational -> Bool prop_noise2_addition_associative x y =- noise2At ((perlin2 + perlin2) + perlin2) seed x y == noise2At (perlin2 + (perlin2 + perlin2)) seed x y+ noise2At ((noinline perlin2 + noinline superSimplex2) + noinline openSimplex2) seed x y+ == noise2At (perlin2 + (noinline superSimplex2 + noinline openSimplex2)) seed x y prop_noise2_addition_commutative :: Rational -> Rational -> Bool prop_noise2_addition_commutative x y =- noise2At (perlin2 + perlin2) seed x y == noise2At (perlin2 + perlin2) seed x y+ noise2At (noinline perlin2 + noinline superSimplex2) seed x y+ == noise2At (noinline superSimplex2 + noinline perlin2) seed x y++test_golden_perlin :: TestTree+test_golden_perlin =+ testGroup+ "Perlin Golden Tests"+ [ testGroup "2D Grid Tests" perlin2DGridTests+ , testGroup "2D Sparse Tests" perlin2DSparseTests+ , testGroup "3D Grid Tests" perlin3DGridTests+ , testGroup "3D Sparse Tests" perlin3DSparseTests+ ]++perlin2DGridTests :: [TestTree]+perlin2DGridTests = golden2DImageTests "perlin" defaultSeeds perlin2++perlin2DSparseTests :: [TestTree]+perlin2DSparseTests = golden2DSparseTests "perlin" defaultSeeds perlin2++perlin3DGridTests :: [TestTree]+perlin3DGridTests = golden3DImageTests "perlin" defaultSeeds perlin3++perlin3DSparseTests :: [TestTree]+perlin3DSparseTests = golden3DSparseTests "perlin" defaultSeeds perlin3
+ test/SuperSimplexSpec.hs view
@@ -0,0 +1,27 @@+module SuperSimplexSpec (test_golden_supersimplex) where++import Golden.Util+import Numeric.Noise+import Test.Tasty (TestTree, testGroup)++test_golden_supersimplex :: TestTree+test_golden_supersimplex =+ testGroup+ "SuperSimplex Golden Tests"+ [ testGroup "2D Grid Tests" superSimplex2DGridTests+ , testGroup "2D Sparse Tests" superSimplex2DSparseTests+ , testGroup "3D Grid Tests" superSimplex3DGridTests+ , testGroup "3D Sparse Tests" superSimplex3DSparseTests+ ]++superSimplex2DGridTests :: [TestTree]+superSimplex2DGridTests = golden2DImageTests "supersimplex" defaultSeeds superSimplex2++superSimplex2DSparseTests :: [TestTree]+superSimplex2DSparseTests = golden2DSparseTests "supersimplex" defaultSeeds superSimplex2++superSimplex3DGridTests :: [TestTree]+superSimplex3DGridTests = golden3DImageTests "supersimplex" defaultSeeds superSimplex3++superSimplex3DSparseTests :: [TestTree]+superSimplex3DSparseTests = golden3DSparseTests "supersimplex" defaultSeeds superSimplex3
+ test/TotalitySpec.hs view
@@ -0,0 +1,60 @@+-- | Out-of-domain inputs (beyond the Int32 lattice, non-finite) produce+-- unspecified /values/, but they must stay values: every noise function is+-- total, so one bad coordinate upstream can't crash a whole render. These+-- assertions replace the old out-of-domain golden points, which pinned the+-- exact garbage and so broke on any implementation change.+module TotalitySpec (test_totality) where++import Control.Exception (evaluate)+import Control.Monad (forM_, void)+import Numeric.Noise+import Test.Tasty (TestTree, testGroup)+import Test.Tasty.HUnit (testCase)++-- Beyond the Int32 lattice, past Double integer precision, and non-finite.+badCoords :: [Double]+badCoords = [1.0e10, -1.0e10, 2 ^ (53 :: Int), 1 / 0, -1 / 0, 0 / 0]++noises2 :: [(String, Noise2 Double)]+noises2 =+ [ ("perlin2", perlin2)+ , ("openSimplex2", openSimplex2)+ , ("superSimplex2", superSimplex2)+ , ("value2", value2)+ , ("valueCubic2", valueCubic2)+ , ("cellular2", cellular2 defaultCellularConfig)+ , ("fractal2 perlin2", fractal2 defaultFractalConfig perlin2)+ ]++noises3 :: [(String, Noise3 Double)]+noises3 =+ [ ("perlin3", perlin3)+ , ("openSimplex3", openSimplex3)+ , ("superSimplex3", superSimplex3)+ , ("value3", value3)+ , ("valueCubic3", valueCubic3)+ , ("cellular3", cellular3 defaultCellularConfig)+ , ("fractal3 perlin3", fractal3 defaultFractalConfig perlin3)+ ]++test_totality :: TestTree+test_totality =+ testGroup+ "Totality on out-of-domain inputs"+ [ testGroup+ "2D"+ [ testCase name $+ forM_ badCoords $ \c ->+ forM_ [(c, 0.5), (0.5, c), (c, c)] $ \(x, y) ->+ void $ evaluate (noise2At noise 0 x y)+ | (name, noise) <- noises2+ ]+ , testGroup+ "3D"+ [ testCase name $+ forM_ badCoords $ \c ->+ forM_ [(c, 0.5, 0.5), (0.5, c, 0.5), (0.5, 0.5, c), (c, c, c)] $ \(x, y, z) ->+ void $ evaluate (noise3At noise 0 x y z)+ | (name, noise) <- noises3+ ]+ ]
+ test/ValueCubicSpec.hs view
@@ -0,0 +1,27 @@+module ValueCubicSpec (test_golden_valuecubic) where++import Golden.Util+import Numeric.Noise+import Test.Tasty (TestTree, testGroup)++test_golden_valuecubic :: TestTree+test_golden_valuecubic =+ testGroup+ "ValueCubic Golden Tests"+ [ testGroup "2D Grid Tests" valueCubic2DGridTests+ , testGroup "2D Sparse Tests" valueCubic2DSparseTests+ , testGroup "3D Grid Tests" valueCubic3DGridTests+ , testGroup "3D Sparse Tests" valueCubic3DSparseTests+ ]++valueCubic2DGridTests :: [TestTree]+valueCubic2DGridTests = golden2DImageTests "valuecubic" defaultSeeds valueCubic2++valueCubic2DSparseTests :: [TestTree]+valueCubic2DSparseTests = golden2DSparseTests "valuecubic" defaultSeeds valueCubic2++valueCubic3DGridTests :: [TestTree]+valueCubic3DGridTests = golden3DImageTests "valuecubic" defaultSeeds valueCubic3++valueCubic3DSparseTests :: [TestTree]+valueCubic3DSparseTests = golden3DSparseTests "valuecubic" defaultSeeds valueCubic3
+ test/ValueSpec.hs view
@@ -0,0 +1,29 @@+{-# LANGUAGE OverloadedStrings #-}++module ValueSpec (test_golden_value) where++import Golden.Util+import Numeric.Noise+import Test.Tasty (TestTree, testGroup)++test_golden_value :: TestTree+test_golden_value =+ testGroup+ "Value Golden Tests"+ [ testGroup "2D Grid Tests" value2DGridTests+ , testGroup "2D Sparse Tests" value2DSparseTests+ , testGroup "3D Grid Tests" value3DGridTests+ , testGroup "3D Sparse Tests" value3DSparseTests+ ]++value2DGridTests :: [TestTree]+value2DGridTests = golden2DImageTests "value" defaultSeeds value2++value2DSparseTests :: [TestTree]+value2DSparseTests = golden2DSparseTests "value" defaultSeeds value2++value3DGridTests :: [TestTree]+value3DGridTests = golden3DImageTests "value" defaultSeeds value3++value3DSparseTests :: [TestTree]+value3DSparseTests = golden3DSparseTests "value" defaultSeeds value3